securityos/node_modules/framer-motion/dist/projection.dev.js

6166 lines
245 KiB
JavaScript

(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
typeof define === 'function' && define.amd ? define(['exports'], factory) :
(global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.Projection = {}));
})(this, (function (exports) { 'use strict';
const noop = (any) => any;
class Queue {
constructor() {
this.order = [];
this.scheduled = new Set();
}
add(process) {
if (!this.scheduled.has(process)) {
this.scheduled.add(process);
this.order.push(process);
return true;
}
}
remove(process) {
const index = this.order.indexOf(process);
if (index !== -1) {
this.order.splice(index, 1);
this.scheduled.delete(process);
}
}
clear() {
this.order.length = 0;
this.scheduled.clear();
}
}
function createRenderStep(runNextFrame) {
/**
* We create and reuse two queues, one to queue jobs for the current frame
* and one for the next. We reuse to avoid triggering GC after x frames.
*/
let thisFrame = new Queue();
let nextFrame = new Queue();
let numToRun = 0;
/**
* Track whether we're currently processing jobs in this step. This way
* we can decide whether to schedule new jobs for this frame or next.
*/
let isProcessing = false;
let flushNextFrame = false;
/**
* A set of processes which were marked keepAlive when scheduled.
*/
const toKeepAlive = new WeakSet();
const step = {
/**
* Schedule a process to run on the next frame.
*/
schedule: (callback, keepAlive = false, immediate = false) => {
const addToCurrentFrame = immediate && isProcessing;
const queue = addToCurrentFrame ? thisFrame : nextFrame;
if (keepAlive)
toKeepAlive.add(callback);
if (queue.add(callback) && addToCurrentFrame && isProcessing) {
// If we're adding it to the currently running queue, update its measured size
numToRun = thisFrame.order.length;
}
return callback;
},
/**
* Cancel the provided callback from running on the next frame.
*/
cancel: (callback) => {
nextFrame.remove(callback);
toKeepAlive.delete(callback);
},
/**
* Execute all schedule callbacks.
*/
process: (frameData) => {
/**
* If we're already processing we've probably been triggered by a flushSync
* inside an existing process. Instead of executing, mark flushNextFrame
* as true and ensure we flush the following frame at the end of this one.
*/
if (isProcessing) {
flushNextFrame = true;
return;
}
isProcessing = true;
[thisFrame, nextFrame] = [nextFrame, thisFrame];
// Clear the next frame queue
nextFrame.clear();
// Execute this frame
numToRun = thisFrame.order.length;
if (numToRun) {
for (let i = 0; i < numToRun; i++) {
const callback = thisFrame.order[i];
callback(frameData);
if (toKeepAlive.has(callback)) {
step.schedule(callback);
runNextFrame();
}
}
}
isProcessing = false;
if (flushNextFrame) {
flushNextFrame = false;
step.process(frameData);
}
},
};
return step;
}
const stepsOrder = [
"prepare",
"read",
"update",
"preRender",
"render",
"postRender",
];
const maxElapsed = 40;
function createRenderBatcher(scheduleNextBatch, allowKeepAlive) {
let runNextFrame = false;
let useDefaultElapsed = true;
const state = {
delta: 0,
timestamp: 0,
isProcessing: false,
};
const steps = stepsOrder.reduce((acc, key) => {
acc[key] = createRenderStep(() => (runNextFrame = true));
return acc;
}, {});
const processStep = (stepId) => steps[stepId].process(state);
const processBatch = () => {
const timestamp = performance.now();
runNextFrame = false;
state.delta = useDefaultElapsed
? 1000 / 60
: Math.max(Math.min(timestamp - state.timestamp, maxElapsed), 1);
state.timestamp = timestamp;
state.isProcessing = true;
stepsOrder.forEach(processStep);
state.isProcessing = false;
if (runNextFrame && allowKeepAlive) {
useDefaultElapsed = false;
scheduleNextBatch(processBatch);
}
};
const wake = () => {
runNextFrame = true;
useDefaultElapsed = true;
if (!state.isProcessing) {
scheduleNextBatch(processBatch);
}
};
const schedule = stepsOrder.reduce((acc, key) => {
const step = steps[key];
acc[key] = (process, keepAlive = false, immediate = false) => {
if (!runNextFrame)
wake();
return step.schedule(process, keepAlive, immediate);
};
return acc;
}, {});
const cancel = (process) => stepsOrder.forEach((key) => steps[key].cancel(process));
return { schedule, cancel, state, steps };
}
const { schedule: frame, cancel: cancelFrame, state: frameData, steps, } = createRenderBatcher(typeof requestAnimationFrame !== "undefined" ? requestAnimationFrame : noop, true);
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;
}
}
// Accepts an easing function and returns a new one that outputs mirrored values for
// the second half of the animation. Turns easeIn into easeInOut.
const mirrorEasing = (easing) => (p) => p <= 0.5 ? easing(2 * p) / 2 : (2 - easing(2 * (1 - p))) / 2;
// Accepts an easing function and returns a new one that outputs reversed values.
// Turns easeIn into easeOut.
const reverseEasing = (easing) => (p) => 1 - easing(1 - p);
const circIn = (p) => 1 - Math.sin(Math.acos(p));
const circOut = reverseEasing(circIn);
const circInOut = mirrorEasing(circIn);
/*
Progress within given range
Given a lower limit and an upper limit, we return the progress
(expressed as a number 0-1) represented by the given value, and
limit that progress to within 0-1.
@param [number]: Lower limit
@param [number]: Upper limit
@param [number]: Value to find progress within given range
@return [number]: Progress of value within range as expressed 0-1
*/
const progress = (from, to, value) => {
const toFromDifference = to - from;
return toFromDifference === 0 ? 1 : (value - from) / toFromDifference;
};
/*
Value in range from progress
Given a lower limit and an upper limit, we return the value within
that range as expressed by progress (usually a number from 0 to 1)
So progress = 0.5 would change
from -------- to
to
from ---- to
E.g. from = 10, to = 20, progress = 0.5 => 15
@param [number]: Lower limit of range
@param [number]: Upper limit of range
@param [number]: The progress between lower and upper limits expressed 0-1
@return [number]: Value as calculated from progress within range (not limited within range)
*/
const mix = (from, to, progress) => -progress * from + progress * to + from;
/**
* TODO: When we move from string as a source of truth to data models
* everything in this folder should probably be referred to as models vs types
*/
// If this number is a decimal, make it just five decimal places
// to avoid exponents
const sanitize = (v) => Math.round(v * 100000) / 100000;
const floatRegex = /(-)?([\d]*\.?[\d])+/g;
const colorRegex = /(#[0-9a-f]{3,8}|(rgb|hsl)a?\((-?[\d\.]+%?[,\s]+){2}(-?[\d\.]+%?)\s*[\,\/]?\s*[\d\.]*%?\))/gi;
const singleColorRegex = /^(#[0-9a-f]{3,8}|(rgb|hsl)a?\((-?[\d\.]+%?[,\s]+){2}(-?[\d\.]+%?)\s*[\,\/]?\s*[\d\.]*%?\))$/i;
function isString(v) {
return typeof v === "string";
}
const createUnitType = (unit) => ({
test: (v) => isString(v) && v.endsWith(unit) && v.split(" ").length === 1,
parse: parseFloat,
transform: (v) => `${v}${unit}`,
});
const degrees = createUnitType("deg");
const percent = createUnitType("%");
const px = createUnitType("px");
const vh = createUnitType("vh");
const vw = createUnitType("vw");
const progressPercentage = {
...percent,
parse: (v) => percent.parse(v) / 100,
transform: (v) => percent.transform(v * 100),
};
const borders = ["TopLeft", "TopRight", "BottomLeft", "BottomRight"];
const numBorders = borders.length;
const asNumber = (value) => typeof value === "string" ? parseFloat(value) : value;
const isPx = (value) => typeof value === "number" || px.test(value);
function mixValues(target, follow, lead, progress, shouldCrossfadeOpacity, isOnlyMember) {
if (shouldCrossfadeOpacity) {
target.opacity = mix(0,
// TODO Reinstate this if only child
lead.opacity !== undefined ? lead.opacity : 1, easeCrossfadeIn(progress));
target.opacityExit = mix(follow.opacity !== undefined ? follow.opacity : 1, 0, easeCrossfadeOut(progress));
}
else if (isOnlyMember) {
target.opacity = mix(follow.opacity !== undefined ? follow.opacity : 1, lead.opacity !== undefined ? lead.opacity : 1, progress);
}
/**
* Mix border radius
*/
for (let i = 0; i < numBorders; i++) {
const borderLabel = `border${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(mix(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 = mix(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 = compress(0, 0.5, circOut);
const easeCrossfadeOut = compress(0.5, 0.95, 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(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);
}
function isIdentityScale(scale) {
return scale === undefined || scale === 1;
}
function hasScale({ scale, scaleX, scaleY }) {
return (!isIdentityScale(scale) ||
!isIdentityScale(scaleX) ||
!isIdentityScale(scaleY));
}
function hasTransform(values) {
return (hasScale(values) ||
has2DTranslate(values) ||
values.z ||
values.rotate ||
values.rotateX ||
values.rotateY);
}
function has2DTranslate(values) {
return is2DTranslate(values.x) || is2DTranslate(values.y);
}
function is2DTranslate(value) {
return value && value !== "0%";
}
/**
* Scales a point based on a factor and an originPoint
*/
function scalePoint(point, scale, originPoint) {
const distanceFromOrigin = point - originPoint;
const scaled = scale * distanceFromOrigin;
return originPoint + scaled;
}
/**
* Applies a translate/scale delta to a point
*/
function applyPointDelta(point, translate, scale, originPoint, boxScale) {
if (boxScale !== undefined) {
point = scalePoint(point, boxScale, originPoint);
}
return scalePoint(point, scale, originPoint) + translate;
}
/**
* Applies a translate/scale delta to an axis
*/
function applyAxisDelta(axis, translate = 0, scale = 1, originPoint, boxScale) {
axis.min = applyPointDelta(axis.min, translate, scale, originPoint, boxScale);
axis.max = applyPointDelta(axis.max, translate, scale, originPoint, boxScale);
}
/**
* Applies a translate/scale delta to a box
*/
function applyBoxDelta(box, { x, y }) {
applyAxisDelta(box.x, x.translate, x.scale, x.originPoint);
applyAxisDelta(box.y, y.translate, y.scale, y.originPoint);
}
/**
* Apply a tree of deltas to a box. We do this to calculate the effect of all the transforms
* in a tree upon our box before then calculating how to project it into our desired viewport-relative box
*
* This is the final nested loop within updateLayoutDelta for future refactoring
*/
function applyTreeDeltas(box, treeScale, treePath, isSharedTransition = false) {
const treeLength = treePath.length;
if (!treeLength)
return;
// Reset the treeScale
treeScale.x = treeScale.y = 1;
let node;
let delta;
for (let i = 0; i < treeLength; i++) {
node = treePath[i];
delta = node.projectionDelta;
/**
* TODO: Prefer to remove this, but currently we have motion components with
* display: contents in Framer.
*/
const instance = node.instance;
if (instance &&
instance.style &&
instance.style.display === "contents") {
continue;
}
if (isSharedTransition &&
node.options.layoutScroll &&
node.scroll &&
node !== node.root) {
transformBox(box, {
x: -node.scroll.offset.x,
y: -node.scroll.offset.y,
});
}
if (delta) {
// Incoporate each ancestor's scale into a culmulative treeScale for this component
treeScale.x *= delta.x.scale;
treeScale.y *= delta.y.scale;
// Apply each ancestor's calculated delta into this component's recorded layout box
applyBoxDelta(box, delta);
}
if (isSharedTransition && hasTransform(node.latestValues)) {
transformBox(box, node.latestValues);
}
}
/**
* Snap tree scale back to 1 if it's within a non-perceivable threshold.
* This will help reduce useless scales getting rendered.
*/
treeScale.x = snapToDefault(treeScale.x);
treeScale.y = snapToDefault(treeScale.y);
}
function snapToDefault(scale) {
if (Number.isInteger(scale))
return scale;
return scale > 1.0000000000001 || scale < 0.999999999999 ? scale : 1;
}
function translateAxis(axis, distance) {
axis.min = axis.min + distance;
axis.max = axis.max + distance;
}
/**
* Apply a transform to an axis from the latest resolved motion values.
* This function basically acts as a bridge between a flat motion value map
* and applyAxisDelta
*/
function transformAxis(axis, transforms, [key, scaleKey, originKey]) {
const axisOrigin = transforms[originKey] !== undefined ? transforms[originKey] : 0.5;
const originPoint = mix(axis.min, axis.max, axisOrigin);
// Apply the axis delta to the final axis
applyAxisDelta(axis, transforms[key], transforms[scaleKey], originPoint, transforms.scale);
}
/**
* The names of the motion values we want to apply as translation, scale and origin.
*/
const xKeys$1 = ["x", "scaleX", "originX"];
const yKeys$1 = ["y", "scaleY", "originY"];
/**
* Apply a transform to a box from the latest resolved motion values.
*/
function transformBox(box, transform) {
transformAxis(box.x, transform, xKeys$1);
transformAxis(box.y, transform, yKeys$1);
}
function calcLength(axis) {
return axis.max - axis.min;
}
function isNear(value, target = 0, maxDistance = 0.01) {
return Math.abs(value - target) <= maxDistance;
}
function calcAxisDelta(delta, source, target, origin = 0.5) {
delta.origin = origin;
delta.originPoint = mix(source.min, source.max, delta.origin);
delta.scale = calcLength(target) / calcLength(source);
if (isNear(delta.scale, 1, 0.0001) || isNaN(delta.scale))
delta.scale = 1;
delta.translate =
mix(target.min, target.max, delta.origin) - delta.originPoint;
if (isNear(delta.translate) || isNaN(delta.translate))
delta.translate = 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);
}
/**
* 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 = mix(sourceAxis.min, sourceAxis.max, translate / 100);
translate = relativeProgress - sourceAxis.min;
}
if (typeof translate !== "number")
return;
let originPoint = mix(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);
}
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(),
});
/**
* Decide whether a transition is defined on a given Transition.
* This filters out orchestration options and returns true
* if any options are left.
*/
function isTransitionDefined({ when, delay: _delay, delayChildren, staggerChildren, staggerDirection, repeat, repeatType, repeatDelay, from, elapsed, ...transition }) {
return !!Object.keys(transition).length;
}
function getValueTransition(transition, key) {
return transition[key] || transition["default"] || transition;
}
function isAxisDeltaZero(delta) {
return delta.translate === 0 && delta.scale === 1;
}
function isDeltaZero(delta) {
return isAxisDeltaZero(delta.x) && isAxisDeltaZero(delta.y);
}
function boxEquals(a, b) {
return (a.x.min === b.x.min &&
a.x.max === b.x.max &&
a.y.min === b.y.min &&
a.y.max === b.y.max);
}
function boxEqualsRounded(a, b) {
return (Math.round(a.x.min) === Math.round(b.x.min) &&
Math.round(a.x.max) === Math.round(b.x.max) &&
Math.round(a.y.min) === Math.round(b.y.min) &&
Math.round(a.y.max) === Math.round(b.y.max));
}
function aspectRatio(box) {
return calcLength(box.x) / calcLength(box.y);
}
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;
}
}
}
const scaleCorrectors = {};
function addScaleCorrector(correctors) {
Object.assign(scaleCorrectors, correctors);
}
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;
if (xTranslate || yTranslate) {
transform = `translate3d(${xTranslate}px, ${yTranslate}px, 0) `;
}
/**
* Apply scale correction for the tree transform.
* This will apply scale to the screen-orientated axes.
*/
if (treeScale.x !== 1 || treeScale.y !== 1) {
transform += `scale(${1 / treeScale.x}, ${1 / treeScale.y}) `;
}
if (latestTransform) {
const { rotate, rotateX, rotateY } = latestTransform;
if (rotate)
transform += `rotate(${rotate}deg) `;
if (rotateX)
transform += `rotateX(${rotateX}deg) `;
if (rotateY)
transform += `rotateY(${rotateY}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";
}
function eachAxis(callback) {
return [callback("x"), callback("y")];
}
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);
}
}
const isKeyframesTarget = (v) => {
return Array.isArray(v);
};
const isCustomValue = (v) => {
return Boolean(v && typeof v === "object" && v.mix && v.toValue);
};
const isMotionValue = (value) => Boolean(value && value.getVelocity);
/**
* 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;
}
/**
* 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,
};
/**
* Timeout defined in ms
*/
function delay(callback, timeout) {
const start = performance.now();
const checkElapsed = ({ timestamp }) => {
const elapsed = timestamp - start;
if (elapsed >= timeout) {
cancelFrame(checkElapsed);
callback(elapsed - timeout);
}
};
frame.read(checkElapsed, true);
return () => cancelFrame(checkElapsed);
}
function record(data) {
if (window.MotionDebug) {
window.MotionDebug.record(data);
}
}
/*
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);
}
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 = "10.18.0";
/**
* Duration, in milliseconds, since last updating frame.
*
* @internal
*/
this.timeDelta = 0;
/**
* Timestamp of the last time this `MotionValue` was updated.
*
* @internal
*/
this.lastUpdated = 0;
/**
* Tracks whether this value can output a velocity. Currently this is only true
* if the value is numerical, but we might be able to widen the scope here and support
* other value types.
*
* @internal
*/
this.canTrackVelocity = false;
/**
* An object containing a SubscriptionManager for each active event.
*/
this.events = {};
this.updateAndNotify = (v, render = true) => {
this.prev = this.current;
this.current = v;
// Update timestamp
const { delta, timestamp } = frameData;
if (this.lastUpdated !== timestamp) {
this.timeDelta = delta;
this.lastUpdated = timestamp;
frame.postRender(this.scheduleVelocityCheck);
}
// Update update subscribers
if (this.prev !== this.current && this.events.change) {
this.events.change.notify(this.current);
}
// Update velocity subscribers
if (this.events.velocityChange) {
this.events.velocityChange.notify(this.getVelocity());
}
// Update render subscribers
if (render && this.events.renderRequest) {
this.events.renderRequest.notify(this.current);
}
};
/**
* Schedule a velocity check for the next frame.
*
* This is an instanced and bound function to prevent generating a new
* function once per frame.
*
* @internal
*/
this.scheduleVelocityCheck = () => frame.postRender(this.velocityCheck);
/**
* Updates `prev` with `current` if the value hasn't been updated this frame.
* This ensures velocity calculations return `0`.
*
* This is an instanced and bound function to prevent generating a new
* function once per frame.
*
* @internal
*/
this.velocityCheck = ({ timestamp }) => {
if (timestamp !== this.lastUpdated) {
this.prev = this.current;
if (this.events.velocityChange) {
this.events.velocityChange.notify(this.getVelocity());
}
}
};
this.hasAnimated = false;
this.prev = this.current = init;
this.canTrackVelocity = isFloat(this.current);
this.owner = options.owner;
}
/**
* Adds a function that will be notified when the `MotionValue` is updated.
*
* It returns a function that, when called, will cancel the subscription.
*
* When calling `onChange` inside a React component, it should be wrapped with the
* `useEffect` hook. As it returns an unsubscribe function, this should be returned
* from the `useEffect` function to ensure you don't add duplicate subscribers..
*
* ```jsx
* export const MyComponent = () => {
* const x = useMotionValue(0)
* const y = useMotionValue(0)
* const opacity = useMotionValue(1)
*
* useEffect(() => {
* function updateOpacity() {
* const maxXY = Math.max(x.get(), y.get())
* const newOpacity = transform(maxXY, [0, 100], [1, 0])
* opacity.set(newOpacity)
* }
*
* const unsubscribeX = x.on("change", updateOpacity)
* const unsubscribeY = y.on("change", updateOpacity)
*
* return () => {
* unsubscribeX()
* unsubscribeY()
* }
* }, [])
*
* return <motion.div style={{ x }} />
* }
* ```
*
* @param subscriber - A function that receives the latest value.
* @returns A function that, when called, will cancel this subscription.
*
* @deprecated
*/
onChange(subscription) {
{
warnOnce(false, `value.onChange(callback) is deprecated. Switch to value.on("change", callback).`);
}
return this.on("change", subscription);
}
on(eventName, callback) {
if (!this.events[eventName]) {
this.events[eventName] = new SubscriptionManager();
}
const unsubscribe = this.events[eventName].add(callback);
if (eventName === "change") {
return () => {
unsubscribe();
/**
* If we have no more change listeners by the start
* of the next frame, stop active animations.
*/
frame.read(() => {
if (!this.events.change.getSize()) {
this.stop();
}
});
};
}
return unsubscribe;
}
clearListeners() {
for (const eventManagers in this.events) {
this.events[eventManagers].clear();
}
}
/**
* Attaches a passive effect to the `MotionValue`.
*
* @internal
*/
attach(passiveEffect, stopPassiveEffect) {
this.passiveEffect = passiveEffect;
this.stopPassiveEffect = stopPassiveEffect;
}
/**
* Sets the state of the `MotionValue`.
*
* @remarks
*
* ```jsx
* const x = useMotionValue(0)
* x.set(10)
* ```
*
* @param latest - Latest value to set.
* @param render - Whether to notify render subscribers. Defaults to `true`
*
* @public
*/
set(v, render = true) {
if (!render || !this.passiveEffect) {
this.updateAndNotify(v, render);
}
else {
this.passiveEffect(v, this.updateAndNotify);
}
}
setWithVelocity(prev, current, delta) {
this.set(current);
this.prev = prev;
this.timeDelta = delta;
}
/**
* Set the state of the `MotionValue`, stopping any active animations,
* effects, and resets velocity to `0`.
*/
jump(v) {
this.updateAndNotify(v);
this.prev = v;
this.stop();
if (this.stopPassiveEffect)
this.stopPassiveEffect();
}
/**
* Returns the latest state of `MotionValue`
*
* @returns - The latest state of `MotionValue`
*
* @public
*/
get() {
return this.current;
}
/**
* @public
*/
getPrevious() {
return this.prev;
}
/**
* Returns the latest velocity of `MotionValue`
*
* @returns - The latest velocity of `MotionValue`. Returns `0` if the state is non-numerical.
*
* @public
*/
getVelocity() {
// This could be isFloat(this.prev) && isFloat(this.current), but that would be wasteful
return this.canTrackVelocity
? // These casts could be avoided if parseFloat would be typed better
velocityPerSecond(parseFloat(this.current) -
parseFloat(this.prev), this.timeDelta)
: 0;
}
/**
* Registers a new animation to control this `MotionValue`. Only one
* animation can drive a `MotionValue` at one time.
*
* ```jsx
* value.start()
* ```
*
* @param animation - A function that starts the provided animation
*
* @internal
*/
start(startAnimation) {
this.stop();
return new Promise((resolve) => {
this.hasAnimated = true;
this.animation = startAnimation(resolve);
if (this.events.animationStart) {
this.events.animationStart.notify();
}
}).then(() => {
if (this.events.animationComplete) {
this.events.animationComplete.notify();
}
this.clearAnimation();
});
}
/**
* Stop the currently active animation.
*
* @public
*/
stop() {
if (this.animation) {
this.animation.stop();
if (this.events.animationCancel) {
this.events.animationCancel.notify();
}
}
this.clearAnimation();
}
/**
* Returns `true` if this value is currently animating.
*
* @public
*/
isAnimating() {
return !!this.animation;
}
clearAnimation() {
delete this.animation;
}
/**
* Destroy and clean up subscribers to this `MotionValue`.
*
* The `MotionValue` hooks like `useMotionValue` and `useTransform` automatically
* handle the lifecycle of the returned `MotionValue`, so this method is only necessary if you've manually
* created a `MotionValue` via the `motionValue` function.
*
* @public
*/
destroy() {
this.clearListeners();
this.stop();
if (this.stopPassiveEffect) {
this.stopPassiveEffect();
}
}
}
function motionValue(init, options) {
return new MotionValue(init, options);
}
let warning = noop;
let invariant = noop;
{
warning = (check, message) => {
if (!check && typeof console !== "undefined") {
console.warn(message);
}
};
invariant = (check, message) => {
if (!check) {
throw new Error(message);
}
};
}
const visualElementStore = new WeakMap();
function memo(callback) {
let result;
return () => {
if (result === undefined)
result = callback();
return result;
};
}
/**
* 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);
/**
* Converts seconds to milliseconds
*
* @param seconds - Time in seconds.
* @return milliseconds - Converted time in milliseconds.
*/
const secondsToMilliseconds = (seconds) => seconds * 1000;
const millisecondsToSeconds = (milliseconds) => milliseconds / 1000;
const instantAnimationState = {
current: false,
};
const isBezierDefinition = (easing) => Array.isArray(easing) && typeof easing[0] === "number";
function isWaapiSupportedEasing(easing) {
return Boolean(!easing ||
(typeof easing === "string" && supportedWaapiEasing[easing]) ||
isBezierDefinition(easing) ||
(Array.isArray(easing) && easing.every(isWaapiSupportedEasing)));
}
const cubicBezierAsString = ([a, b, c, d]) => `cubic-bezier(${a}, ${b}, ${c}, ${d})`;
const supportedWaapiEasing = {
linear: "linear",
ease: "ease",
easeIn: "ease-in",
easeOut: "ease-out",
easeInOut: "ease-in-out",
circIn: cubicBezierAsString([0, 0.65, 0.55, 1]),
circOut: cubicBezierAsString([0.55, 0, 1, 0.45]),
backIn: cubicBezierAsString([0.31, 0.01, 0.66, -0.59]),
backOut: cubicBezierAsString([0.33, 1.53, 0.69, 0.99]),
};
function mapEasingToNativeEasing(easing) {
if (!easing)
return undefined;
return isBezierDefinition(easing)
? cubicBezierAsString(easing)
: Array.isArray(easing)
? easing.map(mapEasingToNativeEasing)
: supportedWaapiEasing[easing];
}
function animateStyle(element, valueName, keyframes, { delay = 0, duration, repeat = 0, repeatType = "loop", ease, times, } = {}) {
const keyframeOptions = { [valueName]: keyframes };
if (times)
keyframeOptions.offset = times;
const easing = mapEasingToNativeEasing(ease);
/**
* If this is an easing array, apply to keyframes, not animation as a whole
*/
if (Array.isArray(easing))
keyframeOptions.easing = easing;
return element.animate(keyframeOptions, {
delay,
duration,
easing: !Array.isArray(easing) ? easing : "linear",
fill: "both",
iterations: repeat + 1,
direction: repeatType === "reverse" ? "alternate" : "normal",
});
}
function getFinalKeyframe(keyframes, { repeat, repeatType = "loop" }) {
const index = repeat && repeatType !== "loop" && repeat % 2 === 1
? 0
: keyframes.length - 1;
return keyframes[index];
}
/*
Bezier function generator
This has been modified from Gaëtan Renaudeau's BezierEasing
https://github.com/gre/bezier-easing/blob/master/src/index.js
https://github.com/gre/bezier-easing/blob/master/LICENSE
I've removed the newtonRaphsonIterate algo because in benchmarking it
wasn't noticiably faster than binarySubdivision, indeed removing it
usually improved times, depending on the curve.
I also removed the lookup table, as for the added bundle size and loop we're
only cutting ~4 or so subdivision iterations. I bumped the max iterations up
to 12 to compensate and this still tended to be faster for no perceivable
loss in accuracy.
Usage
const easeOut = cubicBezier(.17,.67,.83,.67);
const x = easeOut(0.5); // returns 0.627...
*/
// Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
const calcBezier = (t, a1, a2) => (((1.0 - 3.0 * a2 + 3.0 * a1) * t + (3.0 * a2 - 6.0 * a1)) * t + 3.0 * a1) *
t;
const subdivisionPrecision = 0.0000001;
const subdivisionMaxIterations = 12;
function binarySubdivide(x, lowerBound, upperBound, mX1, mX2) {
let currentX;
let currentT;
let i = 0;
do {
currentT = lowerBound + (upperBound - lowerBound) / 2.0;
currentX = calcBezier(currentT, mX1, mX2) - x;
if (currentX > 0.0) {
upperBound = currentT;
}
else {
lowerBound = currentT;
}
} while (Math.abs(currentX) > subdivisionPrecision &&
++i < subdivisionMaxIterations);
return currentT;
}
function cubicBezier(mX1, mY1, mX2, mY2) {
// If this is a linear gradient, return linear easing
if (mX1 === mY1 && mX2 === mY2)
return noop;
const getTForX = (aX) => binarySubdivide(aX, 0, 1, mX1, mX2);
// If animation is at start/end, return t without easing
return (t) => t === 0 || t === 1 ? t : calcBezier(getTForX(t), mY1, mY2);
}
const easeIn = cubicBezier(0.42, 0, 1, 1);
const easeOut = cubicBezier(0, 0, 0.58, 1);
const easeInOut = cubicBezier(0.42, 0, 0.58, 1);
const isEasingArray = (ease) => {
return Array.isArray(ease) && typeof ease[0] !== "number";
};
const backOut = cubicBezier(0.33, 1.53, 0.69, 0.99);
const backIn = reverseEasing(backOut);
const backInOut = mirrorEasing(backIn);
const anticipate = (p) => (p *= 2) < 1 ? 0.5 * backIn(p) : 0.5 * (2 - Math.pow(2, -10 * (p - 1)));
const easingLookup = {
linear: noop,
easeIn,
easeInOut,
easeOut,
circIn,
circInOut,
circOut,
backIn,
backInOut,
backOut,
anticipate,
};
const easingDefinitionToFunction = (definition) => {
if (Array.isArray(definition)) {
// If cubic bezier definition, create bezier curve
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
invariant(easingLookup[definition] !== undefined, `Invalid easing type '${definition}'`);
return easingLookup[definition];
}
return definition;
};
const clamp = (min, max, v) => Math.min(Math.max(v, min), max);
const number = {
test: (v) => typeof v === "number",
parse: parseFloat,
transform: (v) => v,
};
const alpha = {
...number,
transform: (v) => clamp(0, 1, v),
};
const scale = {
...number,
default: 1,
};
/**
* Returns true if the provided string is a color, ie rgba(0,0,0,0) or #000,
* but false if a number or multiple colors
*/
const isColorString = (type, testProp) => (v) => {
return Boolean((isString(v) && singleColorRegex.test(v) && v.startsWith(type)) ||
(testProp && Object.prototype.hasOwnProperty.call(v, testProp)));
};
const splitColor = (aName, bName, cName) => (v) => {
if (!isString(v))
return v;
const [a, b, c, alpha] = v.match(floatRegex);
return {
[aName]: parseFloat(a),
[bName]: parseFloat(b),
[cName]: parseFloat(c),
alpha: alpha !== undefined ? parseFloat(alpha) : 1,
};
};
const clampRgbUnit = (v) => clamp(0, 255, v);
const rgbUnit = {
...number,
transform: (v) => Math.round(clampRgbUnit(v)),
};
const rgba = {
test: isColorString("rgb", "red"),
parse: splitColor("red", "green", "blue"),
transform: ({ red, green, blue, alpha: alpha$1 = 1 }) => "rgba(" +
rgbUnit.transform(red) +
", " +
rgbUnit.transform(green) +
", " +
rgbUnit.transform(blue) +
", " +
sanitize(alpha.transform(alpha$1)) +
")",
};
function parseHex(v) {
let r = "";
let g = "";
let b = "";
let a = "";
// If we have 6 characters, ie #FF0000
if (v.length > 5) {
r = v.substring(1, 3);
g = v.substring(3, 5);
b = v.substring(5, 7);
a = v.substring(7, 9);
// Or we have 3 characters, ie #F00
}
else {
r = v.substring(1, 2);
g = v.substring(2, 3);
b = v.substring(3, 4);
a = v.substring(4, 5);
r += r;
g += g;
b += b;
a += a;
}
return {
red: parseInt(r, 16),
green: parseInt(g, 16),
blue: parseInt(b, 16),
alpha: a ? parseInt(a, 16) / 255 : 1,
};
}
const hex = {
test: isColorString("#"),
parse: parseHex,
transform: rgba.transform,
};
const hsla = {
test: isColorString("hsl", "hue"),
parse: splitColor("hue", "saturation", "lightness"),
transform: ({ hue, saturation, lightness, alpha: alpha$1 = 1 }) => {
return ("hsla(" +
Math.round(hue) +
", " +
percent.transform(sanitize(saturation)) +
", " +
percent.transform(sanitize(lightness)) +
", " +
sanitize(alpha.transform(alpha$1)) +
")");
},
};
const color = {
test: (v) => rgba.test(v) || hex.test(v) || hsla.test(v),
parse: (v) => {
if (rgba.test(v)) {
return rgba.parse(v);
}
else if (hsla.test(v)) {
return hsla.parse(v);
}
else {
return hex.parse(v);
}
},
transform: (v) => {
return isString(v)
? v
: v.hasOwnProperty("red")
? rgba.transform(v)
: hsla.transform(v);
},
};
// Adapted from https://gist.github.com/mjackson/5311256
function hueToRgb(p, q, t) {
if (t < 0)
t += 1;
if (t > 1)
t -= 1;
if (t < 1 / 6)
return p + (q - p) * 6 * t;
if (t < 1 / 2)
return q;
if (t < 2 / 3)
return p + (q - p) * (2 / 3 - t) * 6;
return p;
}
function hslaToRgba({ hue, saturation, lightness, alpha }) {
hue /= 360;
saturation /= 100;
lightness /= 100;
let red = 0;
let green = 0;
let blue = 0;
if (!saturation) {
red = green = blue = lightness;
}
else {
const q = lightness < 0.5
? lightness * (1 + saturation)
: lightness + saturation - lightness * saturation;
const p = 2 * lightness - q;
red = hueToRgb(p, q, hue + 1 / 3);
green = hueToRgb(p, q, hue);
blue = hueToRgb(p, q, hue - 1 / 3);
}
return {
red: Math.round(red * 255),
green: Math.round(green * 255),
blue: Math.round(blue * 255),
alpha,
};
}
// Linear color space blending
// Explained https://www.youtube.com/watch?v=LKnqECcg6Gw
// Demonstrated http://codepen.io/osublake/pen/xGVVaN
const mixLinearColor = (from, to, v) => {
const fromExpo = from * from;
return Math.sqrt(Math.max(0, v * (to * to - fromExpo) + fromExpo));
};
const colorTypes = [hex, rgba, hsla];
const getColorType = (v) => colorTypes.find((type) => type.test(v));
function asRGBA(color) {
const type = getColorType(color);
invariant(Boolean(type), `'${color}' is not an animatable color. Use the equivalent color code instead.`);
let model = type.parse(color);
if (type === hsla) {
// TODO Remove this cast - needed since Framer Motion's stricter typing
model = hslaToRgba(model);
}
return model;
}
const mixColor = (from, to) => {
const fromRGBA = asRGBA(from);
const toRGBA = asRGBA(to);
const blended = { ...fromRGBA };
return (v) => {
blended.red = mixLinearColor(fromRGBA.red, toRGBA.red, v);
blended.green = mixLinearColor(fromRGBA.green, toRGBA.green, v);
blended.blue = mixLinearColor(fromRGBA.blue, toRGBA.blue, v);
blended.alpha = mix(fromRGBA.alpha, toRGBA.alpha, v);
return rgba.transform(blended);
};
};
/**
* 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 checkStringStartsWith = (token) => (key) => typeof key === "string" && key.startsWith(token);
const isCSSVariableName = checkStringStartsWith("--");
const isCSSVariableToken = checkStringStartsWith("var(--");
const cssVariableRegex = /var\s*\(\s*--[\w-]+(\s*,\s*(?:(?:[^)(]|\((?:[^)(]+|\([^)(]*\))*\))*)+)?\s*\)/g;
function test(v) {
var _a, _b;
return (isNaN(v) &&
isString(v) &&
(((_a = v.match(floatRegex)) === null || _a === void 0 ? void 0 : _a.length) || 0) +
(((_b = v.match(colorRegex)) === null || _b === void 0 ? void 0 : _b.length) || 0) >
0);
}
const cssVarTokeniser = {
regex: cssVariableRegex,
countKey: "Vars",
token: "${v}",
parse: noop,
};
const colorTokeniser = {
regex: colorRegex,
countKey: "Colors",
token: "${c}",
parse: color.parse,
};
const numberTokeniser = {
regex: floatRegex,
countKey: "Numbers",
token: "${n}",
parse: number.parse,
};
function tokenise(info, { regex, countKey, token, parse }) {
const matches = info.tokenised.match(regex);
if (!matches)
return;
info["num" + countKey] = matches.length;
info.tokenised = info.tokenised.replace(regex, token);
info.values.push(...matches.map(parse));
}
function analyseComplexValue(value) {
const originalValue = value.toString();
const info = {
value: originalValue,
tokenised: originalValue,
values: [],
numVars: 0,
numColors: 0,
numNumbers: 0,
};
if (info.value.includes("var(--"))
tokenise(info, cssVarTokeniser);
tokenise(info, colorTokeniser);
tokenise(info, numberTokeniser);
return info;
}
function parseComplexValue(v) {
return analyseComplexValue(v).values;
}
function createTransformer(source) {
const { values, numColors, numVars, tokenised } = analyseComplexValue(source);
const numValues = values.length;
return (v) => {
let output = tokenised;
for (let i = 0; i < numValues; i++) {
if (i < numVars) {
output = output.replace(cssVarTokeniser.token, v[i]);
}
else if (i < numVars + numColors) {
output = output.replace(colorTokeniser.token, color.transform(v[i]));
}
else {
output = output.replace(numberTokeniser.token, sanitize(v[i]));
}
}
return output;
};
}
const convertNumbersToZero = (v) => typeof v === "number" ? 0 : v;
function getAnimatableNone$1(v) {
const parsed = parseComplexValue(v);
const transformer = createTransformer(v);
return transformer(parsed.map(convertNumbersToZero));
}
const complex = {
test,
parse: parseComplexValue,
createTransformer,
getAnimatableNone: getAnimatableNone$1,
};
const mixImmediate = (origin, target) => (p) => `${p > 0 ? target : origin}`;
function getMixer(origin, target) {
if (typeof origin === "number") {
return (v) => mix(origin, target, v);
}
else if (color.test(origin)) {
return mixColor(origin, target);
}
else {
return origin.startsWith("var(")
? mixImmediate(origin, target)
: mixComplex(origin, target);
}
}
const mixArray = (from, to) => {
const output = [...from];
const numValues = output.length;
const blendValue = from.map((fromThis, i) => getMixer(fromThis, to[i]));
return (v) => {
for (let i = 0; i < numValues; i++) {
output[i] = blendValue[i](v);
}
return output;
};
};
const mixObject = (origin, target) => {
const output = { ...origin, ...target };
const blendValue = {};
for (const key in output) {
if (origin[key] !== undefined && target[key] !== undefined) {
blendValue[key] = getMixer(origin[key], target[key]);
}
}
return (v) => {
for (const key in blendValue) {
output[key] = blendValue[key](v);
}
return output;
};
};
const mixComplex = (origin, target) => {
const template = complex.createTransformer(target);
const originStats = analyseComplexValue(origin);
const targetStats = analyseComplexValue(target);
const canInterpolate = originStats.numVars === targetStats.numVars &&
originStats.numColors === targetStats.numColors &&
originStats.numNumbers >= targetStats.numNumbers;
if (canInterpolate) {
return pipe(mixArray(originStats.values, targetStats.values), template);
}
else {
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);
}
};
const mixNumber = (from, to) => (p) => mix(from, to, p);
function detectMixerFactory(v) {
if (typeof v === "number") {
return mixNumber;
}
else if (typeof v === "string") {
return color.test(v) ? mixColor : mixComplex;
}
else if (Array.isArray(v)) {
return mixArray;
}
else if (typeof v === "object") {
return mixObject;
}
return mixNumber;
}
function createMixers(output, ease, customMixer) {
const mixers = [];
const mixerFactory = customMixer || detectMixerFactory(output[0]);
const numMixers = output.length - 1;
for (let i = 0; i < numMixers; i++) {
let mixer = mixerFactory(output[i], output[i + 1]);
if (ease) {
const easingFunction = Array.isArray(ease) ? ease[i] || noop : ease;
mixer = pipe(easingFunction, mixer);
}
mixers.push(mixer);
}
return mixers;
}
/**
* Create a function that maps from a numerical input array to a generic output array.
*
* Accepts:
* - Numbers
* - Colors (hex, hsl, hsla, rgb, rgba)
* - Complex (combinations of one or more numbers or strings)
*
* ```jsx
* const mixColor = interpolate([0, 1], ['#fff', '#000'])
*
* mixColor(0.5) // 'rgba(128, 128, 128, 1)'
* ```
*
* TODO Revist this approach once we've moved to data models for values,
* probably not needed to pregenerate mixer functions.
*
* @public
*/
function interpolate(input, output, { clamp: isClamp = true, ease, mixer } = {}) {
const inputLength = input.length;
invariant(inputLength === output.length, "Both input and output ranges must be the same length");
/**
* If we're only provided a single input, we can just make a function
* that returns the output.
*/
if (inputLength === 1)
return () => output[0];
// If input runs highest -> lowest, reverse both arrays
if (input[0] > input[inputLength - 1]) {
input = [...input].reverse();
output = [...output].reverse();
}
const mixers = createMixers(output, ease, mixer);
const numMixers = mixers.length;
const interpolator = (v) => {
let i = 0;
if (numMixers > 1) {
for (; i < input.length - 2; i++) {
if (v < input[i + 1])
break;
}
}
const progressInRange = progress(input[i], input[i + 1], v);
return mixers[i](progressInRange);
};
return isClamp
? (v) => interpolator(clamp(input[0], input[inputLength - 1], v))
: interpolator;
}
function fillOffset(offset, remaining) {
const min = offset[offset.length - 1];
for (let i = 1; i <= remaining; i++) {
const offsetProgress = progress(0, remaining, i);
offset.push(mix(min, 1, offsetProgress));
}
}
function defaultOffset(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 velocitySampleDuration = 5; // ms
function calcGeneratorVelocity(resolveValue, t, current) {
const prevT = Math.max(t - velocitySampleDuration, 0);
return velocityPerSecond(current - resolveValue(prevT), t - prevT);
}
const safeMin = 0.001;
const minDuration = 0.01;
const maxDuration$1 = 10.0;
const minDamping = 0.05;
const maxDamping = 1;
function findSpring({ duration = 800, bounce = 0.25, velocity = 0, mass = 1, }) {
let envelope;
let derivative;
warning(duration <= secondsToMilliseconds(maxDuration$1), "Spring duration must be 10 seconds or less");
let dampingRatio = 1 - bounce;
/**
* Restrict dampingRatio and duration to within acceptable ranges.
*/
dampingRatio = clamp(minDamping, maxDamping, dampingRatio);
duration = clamp(minDuration, maxDuration$1, millisecondsToSeconds(duration));
if (dampingRatio < 1) {
/**
* Underdamped spring
*/
envelope = (undampedFreq) => {
const exponentialDecay = undampedFreq * dampingRatio;
const delta = exponentialDecay * duration;
const a = exponentialDecay - velocity;
const b = calcAngularFreq(undampedFreq, dampingRatio);
const c = Math.exp(-delta);
return safeMin - (a / b) * c;
};
derivative = (undampedFreq) => {
const exponentialDecay = undampedFreq * dampingRatio;
const delta = exponentialDecay * duration;
const d = delta * velocity + velocity;
const e = Math.pow(dampingRatio, 2) * Math.pow(undampedFreq, 2) * duration;
const f = Math.exp(-delta);
const g = calcAngularFreq(Math.pow(undampedFreq, 2), dampingRatio);
const factor = -envelope(undampedFreq) + safeMin > 0 ? -1 : 1;
return (factor * ((d - e) * f)) / g;
};
}
else {
/**
* Critically-damped spring
*/
envelope = (undampedFreq) => {
const a = Math.exp(-undampedFreq * duration);
const b = (undampedFreq - velocity) * duration + 1;
return -safeMin + a * b;
};
derivative = (undampedFreq) => {
const a = Math.exp(-undampedFreq * duration);
const b = (velocity - undampedFreq) * (duration * duration);
return a * b;
};
}
const initialGuess = 5 / duration;
const undampedFreq = approximateRoot(envelope, derivative, initialGuess);
duration = secondsToMilliseconds(duration);
if (isNaN(undampedFreq)) {
return {
stiffness: 100,
damping: 10,
duration,
};
}
else {
const stiffness = Math.pow(undampedFreq, 2) * mass;
return {
stiffness,
damping: dampingRatio * 2 * Math.sqrt(mass * stiffness),
duration,
};
}
}
const rootIterations = 12;
function approximateRoot(envelope, derivative, initialGuess) {
let result = initialGuess;
for (let i = 1; i < rootIterations; i++) {
result = result - envelope(result) / derivative(result);
}
return result;
}
function calcAngularFreq(undampedFreq, dampingRatio) {
return undampedFreq * Math.sqrt(1 - dampingRatio * dampingRatio);
}
const durationKeys = ["duration", "bounce"];
const physicsKeys = ["stiffness", "damping", "mass"];
function isSpringType(options, keys) {
return keys.some((key) => options[key] !== undefined);
}
function getSpringOptions(options) {
let springOptions = {
velocity: 0.0,
stiffness: 100,
damping: 10,
mass: 1.0,
isResolvedFromDuration: false,
...options,
};
// stiffness/damping/mass overrides duration/bounce
if (!isSpringType(options, physicsKeys) &&
isSpringType(options, durationKeys)) {
const derived = findSpring(options);
springOptions = {
...springOptions,
...derived,
mass: 1.0,
};
springOptions.isResolvedFromDuration = true;
}
return springOptions;
}
function spring({ keyframes, restDelta, restSpeed, ...options }) {
const origin = keyframes[0];
const target = keyframes[keyframes.length - 1];
/**
* This is the Iterator-spec return value. We ensure it's mutable rather than using a generator
* to reduce GC during animation.
*/
const state = { done: false, value: origin };
const { stiffness, damping, mass, duration, velocity, isResolvedFromDuration, } = getSpringOptions({
...options,
velocity: -millisecondsToSeconds(options.velocity || 0),
});
const initialVelocity = velocity || 0.0;
const dampingRatio = damping / (2 * Math.sqrt(stiffness * mass));
const initialDelta = target - origin;
const undampedAngularFreq = millisecondsToSeconds(Math.sqrt(stiffness / mass));
/**
* If we're working on a granular scale, use smaller defaults for determining
* when the spring is finished.
*
* These defaults have been selected emprically based on what strikes a good
* ratio between feeling good and finishing as soon as changes are imperceptible.
*/
const isGranularScale = Math.abs(initialDelta) < 5;
restSpeed || (restSpeed = isGranularScale ? 0.01 : 2);
restDelta || (restDelta = isGranularScale ? 0.005 : 0.5);
let resolveSpring;
if (dampingRatio < 1) {
const angularFreq = calcAngularFreq(undampedAngularFreq, dampingRatio);
// Underdamped spring
resolveSpring = (t) => {
const envelope = Math.exp(-dampingRatio * undampedAngularFreq * t);
return (target -
envelope *
(((initialVelocity +
dampingRatio * undampedAngularFreq * initialDelta) /
angularFreq) *
Math.sin(angularFreq * t) +
initialDelta * Math.cos(angularFreq * t)));
};
}
else if (dampingRatio === 1) {
// Critically damped spring
resolveSpring = (t) => target -
Math.exp(-undampedAngularFreq * t) *
(initialDelta +
(initialVelocity + undampedAngularFreq * initialDelta) * t);
}
else {
// Overdamped spring
const dampedAngularFreq = undampedAngularFreq * Math.sqrt(dampingRatio * dampingRatio - 1);
resolveSpring = (t) => {
const envelope = Math.exp(-dampingRatio * undampedAngularFreq * t);
// When performing sinh or cosh values can hit Infinity so we cap them here
const freqForT = Math.min(dampedAngularFreq * t, 300);
return (target -
(envelope *
((initialVelocity +
dampingRatio * undampedAngularFreq * initialDelta) *
Math.sinh(freqForT) +
dampedAngularFreq *
initialDelta *
Math.cosh(freqForT))) /
dampedAngularFreq);
};
}
return {
calculatedDuration: isResolvedFromDuration ? duration || null : null,
next: (t) => {
const current = resolveSpring(t);
if (!isResolvedFromDuration) {
let currentVelocity = initialVelocity;
if (t !== 0) {
/**
* We only need to calculate velocity for under-damped springs
* as over- and critically-damped springs can't overshoot, so
* checking only for displacement is enough.
*/
if (dampingRatio < 1) {
currentVelocity = calcGeneratorVelocity(resolveSpring, t, current);
}
else {
currentVelocity = 0;
}
}
const isBelowVelocityThreshold = Math.abs(currentVelocity) <= restSpeed;
const isBelowDisplacementThreshold = Math.abs(target - current) <= restDelta;
state.done =
isBelowVelocityThreshold && isBelowDisplacementThreshold;
}
else {
state.done = t >= duration;
}
state.value = state.done ? target : current;
return state;
},
};
}
function inertia({ keyframes, velocity = 0.0, power = 0.8, timeConstant = 325, bounceDamping = 10, bounceStiffness = 500, modifyTarget, min, max, restDelta = 0.5, restSpeed, }) {
const origin = keyframes[0];
const state = {
done: false,
value: origin,
};
const isOutOfBounds = (v) => (min !== undefined && v < min) || (max !== undefined && v > max);
const nearestBoundary = (v) => {
if (min === undefined)
return max;
if (max === undefined)
return min;
return Math.abs(min - v) < Math.abs(max - v) ? min : max;
};
let amplitude = power * velocity;
const ideal = origin + amplitude;
const target = modifyTarget === undefined ? ideal : modifyTarget(ideal);
/**
* If the target has changed we need to re-calculate the amplitude, otherwise
* the animation will start from the wrong position.
*/
if (target !== ideal)
amplitude = target - origin;
const calcDelta = (t) => -amplitude * Math.exp(-t / timeConstant);
const calcLatest = (t) => target + calcDelta(t);
const applyFriction = (t) => {
const delta = calcDelta(t);
const latest = calcLatest(t);
state.done = Math.abs(delta) <= restDelta;
state.value = state.done ? target : latest;
};
/**
* Ideally this would resolve for t in a stateless way, we could
* do that by always precalculating the animation but as we know
* this will be done anyway we can assume that spring will
* be discovered during that.
*/
let timeReachedBoundary;
let spring$1;
const checkCatchBoundary = (t) => {
if (!isOutOfBounds(state.value))
return;
timeReachedBoundary = t;
spring$1 = spring({
keyframes: [state.value, nearestBoundary(state.value)],
velocity: calcGeneratorVelocity(calcLatest, t, state.value),
damping: bounceDamping,
stiffness: bounceStiffness,
restDelta,
restSpeed,
});
};
checkCatchBoundary(0);
return {
calculatedDuration: null,
next: (t) => {
/**
* We need to resolve the friction to figure out if we need a
* spring but we don't want to do this twice per frame. So here
* we flag if we updated for this frame and later if we did
* we can skip doing it again.
*/
let hasUpdatedFrame = false;
if (!spring$1 && timeReachedBoundary === undefined) {
hasUpdatedFrame = true;
applyFriction(t);
checkCatchBoundary(t);
}
/**
* If we have a spring and the provided t is beyond the moment the friction
* animation crossed the min/max boundary, use the spring.
*/
if (timeReachedBoundary !== undefined && t > timeReachedBoundary) {
return spring$1.next(t - timeReachedBoundary);
}
else {
!hasUpdatedFrame && applyFriction(t);
return state;
}
},
};
}
const frameloopDriver = (update) => {
const passTimestamp = ({ timestamp }) => update(timestamp);
return {
start: () => frame.update(passTimestamp, true),
stop: () => cancelFrame(passTimestamp),
/**
* If we're processing this frame we can use the
* framelocked timestamp to keep things in sync.
*/
now: () => frameData.isProcessing ? frameData.timestamp : performance.now(),
};
};
/**
* Implement a practical max duration for keyframe generation
* to prevent infinite loops
*/
const maxGeneratorDuration = 20000;
function calcGeneratorDuration(generator) {
let duration = 0;
const timeStep = 50;
let state = generator.next(duration);
while (!state.done && duration < maxGeneratorDuration) {
duration += timeStep;
state = generator.next(duration);
}
return duration >= maxGeneratorDuration ? Infinity : duration;
}
const types = {
decay: inertia,
inertia,
tween: keyframes,
keyframes: keyframes,
spring,
};
/**
* Animate a single value on the main thread.
*
* This function is written, where functionality overlaps,
* to be largely spec-compliant with WAAPI to allow fungibility
* between the two.
*/
function animateValue({ autoplay = true, delay = 0, driver = frameloopDriver, keyframes: keyframes$1, type = "keyframes", repeat = 0, repeatDelay = 0, repeatType = "loop", onPlay, onStop, onComplete, onUpdate, ...options }) {
let speed = 1;
let hasStopped = false;
let resolveFinishedPromise;
let currentFinishedPromise;
/**
* Resolve the current Promise every time we enter the
* finished state. This is WAAPI-compatible behaviour.
*/
const updateFinishedPromise = () => {
currentFinishedPromise = new Promise((resolve) => {
resolveFinishedPromise = resolve;
});
};
// Create the first finished promise
updateFinishedPromise();
let animationDriver;
const generatorFactory = types[type] || keyframes;
/**
* If this isn't the keyframes generator and we've been provided
* strings as keyframes, we need to interpolate these.
*/
let mapNumbersToKeyframes;
if (generatorFactory !== keyframes &&
typeof keyframes$1[0] !== "number") {
{
invariant(keyframes$1.length === 2, `Only two keyframes currently supported with spring and inertia animations. Trying to animate ${keyframes$1}`);
}
mapNumbersToKeyframes = interpolate([0, 100], keyframes$1, {
clamp: false,
});
keyframes$1 = [0, 100];
}
const generator = generatorFactory({ ...options, keyframes: keyframes$1 });
let mirroredGenerator;
if (repeatType === "mirror") {
mirroredGenerator = generatorFactory({
...options,
keyframes: [...keyframes$1].reverse(),
velocity: -(options.velocity || 0),
});
}
let playState = "idle";
let holdTime = null;
let startTime = null;
let cancelTime = null;
/**
* If duration is undefined and we have repeat options,
* we need to calculate a duration from the generator.
*
* We set it to the generator itself to cache the duration.
* Any timeline resolver will need to have already precalculated
* the duration by this step.
*/
if (generator.calculatedDuration === null && repeat) {
generator.calculatedDuration = calcGeneratorDuration(generator);
}
const { calculatedDuration } = generator;
let resolvedDuration = Infinity;
let totalDuration = Infinity;
if (calculatedDuration !== null) {
resolvedDuration = calculatedDuration + repeatDelay;
totalDuration = resolvedDuration * (repeat + 1) - repeatDelay;
}
let currentTime = 0;
const tick = (timestamp) => {
if (startTime === null)
return;
/**
* requestAnimationFrame timestamps can come through as lower than
* the startTime as set by performance.now(). Here we prevent this,
* though in the future it could be possible to make setting startTime
* a pending operation that gets resolved here.
*/
if (speed > 0)
startTime = Math.min(startTime, timestamp);
if (speed < 0)
startTime = Math.min(timestamp - totalDuration / speed, startTime);
if (holdTime !== null) {
currentTime = holdTime;
}
else {
// Rounding the time because floating point arithmetic is not always accurate, e.g. 3000.367 - 1000.367 =
// 2000.0000000000002. This is a problem when we are comparing the currentTime with the duration, for
// example.
currentTime = Math.round(timestamp - startTime) * speed;
}
// Rebase on delay
const timeWithoutDelay = currentTime - delay * (speed >= 0 ? 1 : -1);
const isInDelayPhase = speed >= 0 ? timeWithoutDelay < 0 : timeWithoutDelay > totalDuration;
currentTime = Math.max(timeWithoutDelay, 0);
/**
* If this animation has finished, set the current time
* to the total duration.
*/
if (playState === "finished" && holdTime === null) {
currentTime = totalDuration;
}
let elapsed = currentTime;
let frameGenerator = generator;
if (repeat) {
/**
* Get the current progress (0-1) of the animation. If t is >
* than duration we'll get values like 2.5 (midway through the
* third iteration)
*/
const progress = Math.min(currentTime, totalDuration) / resolvedDuration;
/**
* Get the current iteration (0 indexed). For instance the floor of
* 2.5 is 2.
*/
let currentIteration = Math.floor(progress);
/**
* Get the current progress of the iteration by taking the remainder
* so 2.5 is 0.5 through iteration 2
*/
let iterationProgress = progress % 1.0;
/**
* If iteration progress is 1 we count that as the end
* of the previous iteration.
*/
if (!iterationProgress && progress >= 1) {
iterationProgress = 1;
}
iterationProgress === 1 && currentIteration--;
currentIteration = Math.min(currentIteration, repeat + 1);
/**
* Reverse progress if we're not running in "normal" direction
*/
const isOddIteration = Boolean(currentIteration % 2);
if (isOddIteration) {
if (repeatType === "reverse") {
iterationProgress = 1 - iterationProgress;
if (repeatDelay) {
iterationProgress -= repeatDelay / resolvedDuration;
}
}
else if (repeatType === "mirror") {
frameGenerator = mirroredGenerator;
}
}
elapsed = clamp(0, 1, iterationProgress) * resolvedDuration;
}
/**
* If we're in negative time, set state as the initial keyframe.
* This prevents delay: x, duration: 0 animations from finishing
* instantly.
*/
const state = isInDelayPhase
? { done: false, value: keyframes$1[0] }
: frameGenerator.next(elapsed);
if (mapNumbersToKeyframes) {
state.value = mapNumbersToKeyframes(state.value);
}
let { done } = state;
if (!isInDelayPhase && calculatedDuration !== null) {
done = speed >= 0 ? currentTime >= totalDuration : currentTime <= 0;
}
const isAnimationFinished = holdTime === null &&
(playState === "finished" || (playState === "running" && done));
if (onUpdate) {
onUpdate(state.value);
}
if (isAnimationFinished) {
finish();
}
return state;
};
const stopAnimationDriver = () => {
animationDriver && animationDriver.stop();
animationDriver = undefined;
};
const cancel = () => {
playState = "idle";
stopAnimationDriver();
resolveFinishedPromise();
updateFinishedPromise();
startTime = cancelTime = null;
};
const finish = () => {
playState = "finished";
onComplete && onComplete();
stopAnimationDriver();
resolveFinishedPromise();
};
const play = () => {
if (hasStopped)
return;
if (!animationDriver)
animationDriver = driver(tick);
const now = animationDriver.now();
onPlay && onPlay();
if (holdTime !== null) {
startTime = now - holdTime;
}
else if (!startTime || playState === "finished") {
startTime = now;
}
if (playState === "finished") {
updateFinishedPromise();
}
cancelTime = startTime;
holdTime = null;
/**
* Set playState to running only after we've used it in
* the previous logic.
*/
playState = "running";
animationDriver.start();
};
if (autoplay) {
play();
}
const controls = {
then(resolve, reject) {
return currentFinishedPromise.then(resolve, reject);
},
get time() {
return millisecondsToSeconds(currentTime);
},
set time(newTime) {
newTime = secondsToMilliseconds(newTime);
currentTime = newTime;
if (holdTime !== null || !animationDriver || speed === 0) {
holdTime = newTime;
}
else {
startTime = animationDriver.now() - newTime / speed;
}
},
get duration() {
const duration = generator.calculatedDuration === null
? calcGeneratorDuration(generator)
: generator.calculatedDuration;
return millisecondsToSeconds(duration);
},
get speed() {
return speed;
},
set speed(newSpeed) {
if (newSpeed === speed || !animationDriver)
return;
speed = newSpeed;
controls.time = millisecondsToSeconds(currentTime);
},
get state() {
return playState;
},
play,
pause: () => {
playState = "paused";
holdTime = currentTime;
},
stop: () => {
hasStopped = true;
if (playState === "idle")
return;
playState = "idle";
onStop && onStop();
cancel();
},
cancel: () => {
if (cancelTime !== null)
tick(cancelTime);
cancel();
},
complete: () => {
playState = "finished";
},
sample: (elapsed) => {
startTime = 0;
return tick(elapsed);
},
};
return controls;
}
const supportsWaapi = memo(() => Object.hasOwnProperty.call(Element.prototype, "animate"));
/**
* A list of values that can be hardware-accelerated.
*/
const acceleratedValues = new Set([
"opacity",
"clipPath",
"filter",
"transform",
"backgroundColor",
]);
/**
* 10ms is chosen here as it strikes a balance between smooth
* results (more than one keyframe per frame at 60fps) and
* keyframe quantity.
*/
const sampleDelta = 10; //ms
/**
* Implement a practical max duration for keyframe generation
* to prevent infinite loops
*/
const maxDuration = 20000;
const requiresPregeneratedKeyframes = (valueName, options) => options.type === "spring" ||
valueName === "backgroundColor" ||
!isWaapiSupportedEasing(options.ease);
function createAcceleratedAnimation(value, valueName, { onUpdate, onComplete, ...options }) {
const canAccelerateAnimation = supportsWaapi() &&
acceleratedValues.has(valueName) &&
!options.repeatDelay &&
options.repeatType !== "mirror" &&
options.damping !== 0 &&
options.type !== "inertia";
if (!canAccelerateAnimation)
return false;
/**
* TODO: Unify with js/index
*/
let hasStopped = false;
let resolveFinishedPromise;
let currentFinishedPromise;
/**
* Cancelling an animation will write to the DOM. For safety we want to defer
* this until the next `update` frame lifecycle. This flag tracks whether we
* have a pending cancel, if so we shouldn't allow animations to finish.
*/
let pendingCancel = false;
/**
* Resolve the current Promise every time we enter the
* finished state. This is WAAPI-compatible behaviour.
*/
const updateFinishedPromise = () => {
currentFinishedPromise = new Promise((resolve) => {
resolveFinishedPromise = resolve;
});
};
// Create the first finished promise
updateFinishedPromise();
let { keyframes, duration = 300, ease, times } = options;
/**
* If this animation needs pre-generated keyframes then generate.
*/
if (requiresPregeneratedKeyframes(valueName, options)) {
const sampleAnimation = animateValue({
...options,
repeat: 0,
delay: 0,
});
let state = { done: false, value: keyframes[0] };
const pregeneratedKeyframes = [];
/**
* Bail after 20 seconds of pre-generated keyframes as it's likely
* we're heading for an infinite loop.
*/
let t = 0;
while (!state.done && t < maxDuration) {
state = sampleAnimation.sample(t);
pregeneratedKeyframes.push(state.value);
t += sampleDelta;
}
times = undefined;
keyframes = pregeneratedKeyframes;
duration = t - sampleDelta;
ease = "linear";
}
const animation = animateStyle(value.owner.current, valueName, keyframes, {
...options,
duration,
/**
* This function is currently not called if ease is provided
* as a function so the cast is safe.
*
* However it would be possible for a future refinement to port
* in easing pregeneration from Motion One for browsers that
* support the upcoming `linear()` easing function.
*/
ease: ease,
times,
});
const cancelAnimation = () => {
pendingCancel = false;
animation.cancel();
};
const safeCancel = () => {
pendingCancel = true;
frame.update(cancelAnimation);
resolveFinishedPromise();
updateFinishedPromise();
};
/**
* Prefer the `onfinish` prop as it's more widely supported than
* the `finished` promise.
*
* Here, we synchronously set the provided MotionValue to the end
* keyframe. If we didn't, when the WAAPI animation is finished it would
* be removed from the element which would then revert to its old styles.
*/
animation.onfinish = () => {
if (pendingCancel)
return;
value.set(getFinalKeyframe(keyframes, options));
onComplete && onComplete();
safeCancel();
};
/**
* Animation interrupt callback.
*/
const controls = {
then(resolve, reject) {
return currentFinishedPromise.then(resolve, reject);
},
attachTimeline(timeline) {
animation.timeline = timeline;
animation.onfinish = null;
return noop;
},
get time() {
return millisecondsToSeconds(animation.currentTime || 0);
},
set time(newTime) {
animation.currentTime = secondsToMilliseconds(newTime);
},
get speed() {
return animation.playbackRate;
},
set speed(newSpeed) {
animation.playbackRate = newSpeed;
},
get duration() {
return millisecondsToSeconds(duration);
},
play: () => {
if (hasStopped)
return;
animation.play();
/**
* Cancel any pending cancel tasks
*/
cancelFrame(cancelAnimation);
},
pause: () => animation.pause(),
stop: () => {
hasStopped = true;
if (animation.playState === "idle")
return;
/**
* WAAPI doesn't natively have any interruption capabilities.
*
* Rather than read commited styles back out of the DOM, we can
* create a renderless JS animation and sample it twice to calculate
* its current value, "previous" value, and therefore allow
* Motion to calculate velocity for any subsequent animation.
*/
const { currentTime } = animation;
if (currentTime) {
const sampleAnimation = animateValue({
...options,
autoplay: false,
});
value.setWithVelocity(sampleAnimation.sample(currentTime - sampleDelta).value, sampleAnimation.sample(currentTime).value, sampleDelta);
}
safeCancel();
},
complete: () => {
if (pendingCancel)
return;
animation.finish();
},
cancel: safeCancel,
};
return controls;
}
function createInstantAnimation({ keyframes, delay, onUpdate, onComplete, }) {
const setValue = () => {
onUpdate && onUpdate(keyframes[keyframes.length - 1]);
onComplete && onComplete();
/**
* TODO: As this API grows it could make sense to always return
* animateValue. This will be a bigger project as animateValue
* is frame-locked whereas this function resolves instantly.
* This is a behavioural change and also has ramifications regarding
* assumptions within tests.
*/
return {
time: 0,
speed: 1,
duration: 0,
play: (noop),
pause: (noop),
stop: (noop),
then: (resolve) => {
resolve();
return Promise.resolve();
},
cancel: (noop),
complete: (noop),
};
};
return delay
? animateValue({
keyframes: [0, 1],
duration: 0,
delay,
onComplete: setValue,
})
: setValue();
}
const underDampedSpring = {
type: "spring",
stiffness: 500,
damping: 25,
restSpeed: 10,
};
const criticallyDampedSpring = (target) => ({
type: "spring",
stiffness: 550,
damping: target === 0 ? 2 * Math.sqrt(550) : 30,
restSpeed: 10,
});
const keyframesTransition = {
type: "keyframes",
duration: 0.8,
};
/**
* Default easing curve is a slightly shallower version of
* the default browser easing curve.
*/
const ease = {
type: "keyframes",
ease: [0.25, 0.1, 0.35, 1],
duration: 0.3,
};
const getDefaultTransition = (valueKey, { keyframes }) => {
if (keyframes.length > 2) {
return keyframesTransition;
}
else if (transformProps.has(valueKey)) {
return valueKey.startsWith("scale")
? criticallyDampedSpring(keyframes[1])
: underDampedSpring;
}
return ease;
};
/**
* Check if a value is animatable. Examples:
*
* ✅: 100, "100px", "#fff"
* ❌: "block", "url(2.jpg)"
* @param value
*
* @internal
*/
const isAnimatable = (key, value) => {
// If the list of keys tat might be non-animatable grows, replace with Set
if (key === "zIndex")
return false;
// If it's a number or a keyframes array, we can animate it. We might at some point
// need to do a deep isAnimatable check of keyframes, or let Popmotion handle this,
// but for now lets leave it like this for performance reasons
if (typeof value === "number" || Array.isArray(value))
return true;
if (typeof value === "string" && // It's animatable if we have a string
(complex.test(value) || value === "0") && // And it contains numbers and/or colors
!value.startsWith("url(") // Unless it starts with "url("
) {
return true;
}
return false;
};
/**
* Properties that should default to 1 or 100%
*/
const maxDefaults = new Set(["brightness", "contrast", "saturate", "opacity"]);
function applyDefaultFilter(v) {
const [name, value] = v.slice(0, -1).split("(");
if (name === "drop-shadow")
return v;
const [number] = value.match(floatRegex) || [];
if (!number)
return v;
const unit = value.replace(number, "");
let defaultValue = maxDefaults.has(name) ? 1 : 0;
if (number !== value)
defaultValue *= 100;
return name + "(" + defaultValue + unit + ")";
}
const functionRegex = /([a-z-]*)\(.*?\)/g;
const filter = {
...complex,
getAnimatableNone: (v) => {
const functions = v.match(functionRegex);
return functions ? functions.map(applyDefaultFilter).join(" ") : v;
},
};
const int = {
...number,
transform: Math.round,
};
const numberValueTypes = {
// Border props
borderWidth: px,
borderTopWidth: px,
borderRightWidth: px,
borderBottomWidth: px,
borderLeftWidth: px,
borderRadius: px,
radius: px,
borderTopLeftRadius: px,
borderTopRightRadius: px,
borderBottomRightRadius: px,
borderBottomLeftRadius: px,
// Positioning props
width: px,
maxWidth: px,
height: px,
maxHeight: px,
size: px,
top: px,
right: px,
bottom: px,
left: px,
// Spacing props
padding: px,
paddingTop: px,
paddingRight: px,
paddingBottom: px,
paddingLeft: px,
margin: px,
marginTop: px,
marginRight: px,
marginBottom: px,
marginLeft: px,
// Transform props
rotate: degrees,
rotateX: degrees,
rotateY: degrees,
rotateZ: degrees,
scale,
scaleX: scale,
scaleY: scale,
scaleZ: scale,
skew: degrees,
skewX: degrees,
skewY: degrees,
distance: px,
translateX: px,
translateY: px,
translateZ: px,
x: px,
y: px,
z: px,
perspective: px,
transformPerspective: px,
opacity: alpha,
originX: progressPercentage,
originY: progressPercentage,
originZ: px,
// Misc
zIndex: int,
// SVG
fillOpacity: alpha,
strokeOpacity: alpha,
numOctaves: int,
};
/**
* A map of default value types for common values
*/
const defaultValueTypes = {
...numberValueTypes,
// Color props
color,
backgroundColor: color,
outlineColor: color,
fill: color,
stroke: color,
// Border props
borderColor: color,
borderTopColor: color,
borderRightColor: color,
borderBottomColor: color,
borderLeftColor: color,
filter,
WebkitFilter: filter,
};
/**
* Gets the default ValueType for the provided value key
*/
const getDefaultValueType = (key) => defaultValueTypes[key];
function getAnimatableNone(key, value) {
let defaultValueType = getDefaultValueType(key);
if (defaultValueType !== filter)
defaultValueType = complex;
// If value is not recognised as animatable, ie "none", create an animatable version origin based on the target
return defaultValueType.getAnimatableNone
? defaultValueType.getAnimatableNone(value)
: undefined;
}
/**
* Check if the value is a zero value string like "0px" or "0%"
*/
const isZeroValueString = (v) => /^0[^.\s]+$/.test(v);
function isNone(value) {
if (typeof value === "number") {
return value === 0;
}
else if (value !== null) {
return value === "none" || value === "0" || isZeroValueString(value);
}
}
function getKeyframes(value, valueName, target, transition) {
const isTargetAnimatable = isAnimatable(valueName, target);
let keyframes;
if (Array.isArray(target)) {
keyframes = [...target];
}
else {
keyframes = [null, target];
}
const defaultOrigin = transition.from !== undefined ? transition.from : value.get();
let animatableTemplateValue = undefined;
const noneKeyframeIndexes = [];
for (let i = 0; i < keyframes.length; i++) {
/**
* Fill null/wildcard keyframes
*/
if (keyframes[i] === null) {
keyframes[i] = i === 0 ? defaultOrigin : keyframes[i - 1];
}
if (isNone(keyframes[i])) {
noneKeyframeIndexes.push(i);
}
// TODO: Clean this conditional, it works for now
if (typeof keyframes[i] === "string" &&
keyframes[i] !== "none" &&
keyframes[i] !== "0") {
animatableTemplateValue = keyframes[i];
}
}
if (isTargetAnimatable &&
noneKeyframeIndexes.length &&
animatableTemplateValue) {
for (let i = 0; i < noneKeyframeIndexes.length; i++) {
const index = noneKeyframeIndexes[i];
keyframes[index] = getAnimatableNone(valueName, animatableTemplateValue);
}
}
return keyframes;
}
const MotionGlobalConfig = {
skipAnimations: false,
};
const animateMotionValue = (valueName, value, target, transition = {}) => {
return (onComplete) => {
const valueTransition = getValueTransition(transition, valueName) || {};
/**
* Most transition values are currently completely overwritten by value-specific
* transitions. In the future it'd be nicer to blend these transitions. But for now
* delay actually does inherit from the root transition if not value-specific.
*/
const delay = valueTransition.delay || transition.delay || 0;
/**
* Elapsed isn't a public transition option but can be passed through from
* optimized appear effects in milliseconds.
*/
let { elapsed = 0 } = transition;
elapsed = elapsed - secondsToMilliseconds(delay);
const keyframes = getKeyframes(value, valueName, target, valueTransition);
/**
* Check if we're able to animate between the start and end keyframes,
* and throw a warning if we're attempting to animate between one that's
* animatable and another that isn't.
*/
const originKeyframe = keyframes[0];
const targetKeyframe = keyframes[keyframes.length - 1];
const isOriginAnimatable = isAnimatable(valueName, originKeyframe);
const isTargetAnimatable = isAnimatable(valueName, targetKeyframe);
warning(isOriginAnimatable === isTargetAnimatable, `You are trying to animate ${valueName} from "${originKeyframe}" to "${targetKeyframe}". ${originKeyframe} is not an animatable value - to enable this animation set ${originKeyframe} to a value animatable to ${targetKeyframe} via the \`style\` property.`);
let options = {
keyframes,
velocity: value.getVelocity(),
ease: "easeOut",
...valueTransition,
delay: -elapsed,
onUpdate: (v) => {
value.set(v);
valueTransition.onUpdate && valueTransition.onUpdate(v);
},
onComplete: () => {
onComplete();
valueTransition.onComplete && valueTransition.onComplete();
},
};
/**
* If there's no transition defined for this value, we can generate
* unqiue transition settings for this value.
*/
if (!isTransitionDefined(valueTransition)) {
options = {
...options,
...getDefaultTransition(valueName, options),
};
}
/**
* Both WAAPI and our internal animation functions use durations
* as defined by milliseconds, while our external API defines them
* as seconds.
*/
if (options.duration) {
options.duration = secondsToMilliseconds(options.duration);
}
if (options.repeatDelay) {
options.repeatDelay = secondsToMilliseconds(options.repeatDelay);
}
if (!isOriginAnimatable ||
!isTargetAnimatable ||
instantAnimationState.current ||
valueTransition.type === false ||
MotionGlobalConfig.skipAnimations) {
/**
* If we can't animate this value, or the global instant animation flag is set,
* or this is simply defined as an instant transition, return an instant transition.
*/
return createInstantAnimation(instantAnimationState.current
? { ...options, delay: 0 }
: options);
}
/**
* Animate via WAAPI if possible.
*/
if (
/**
* If this is a handoff animation, the optimised animation will be running via
* WAAPI. Therefore, this animation must be JS to ensure it runs "under" the
* optimised animation.
*/
!transition.isHandoff &&
value.owner &&
value.owner.current instanceof HTMLElement &&
/**
* If we're outputting values to onUpdate then we can't use WAAPI as there's
* no way to read the value from WAAPI every frame.
*/
!value.owner.getProps().onUpdate) {
const acceleratedAnimation = createAcceleratedAnimation(value, valueName, options);
if (acceleratedAnimation)
return acceleratedAnimation;
}
/**
* If we didn't create an accelerated animation, create a JS animation
*/
return animateValue(options);
};
};
function isWillChangeMotionValue(value) {
return Boolean(isMotionValue(value) && value.add);
}
/**
* Check if value is a numerical string, ie a string that is purely a number eg "100" or "-100.1"
*/
const isNumericalString = (v) => /^\-?\d*\.?\d+$/.test(v);
/**
* Tests a provided value against a ValueType
*/
const testValueType = (v) => (type) => type.test(v);
/**
* ValueType for "auto"
*/
const auto = {
test: (v) => v === "auto",
parse: (v) => v,
};
/**
* A list of value types commonly used for dimensions
*/
const dimensionValueTypes = [number, px, percent, degrees, vw, vh, auto];
/**
* Tests a dimensional value against the list of dimension ValueTypes
*/
const findDimensionValueType = (v) => dimensionValueTypes.find(testValueType(v));
/**
* A list of all ValueTypes
*/
const valueTypes = [...dimensionValueTypes, color, complex];
/**
* Tests a value against the list of ValueTypes
*/
const findValueType = (v) => valueTypes.find(testValueType(v));
function resolveVariantFromProps(props, definition, custom, currentValues = {}, currentVelocity = {}) {
/**
* If the variant definition is a function, resolve.
*/
if (typeof definition === "function") {
definition = definition(custom !== undefined ? custom : props.custom, currentValues, currentVelocity);
}
/**
* If the variant definition is a variant label, or
* the function returned a variant label, resolve.
*/
if (typeof definition === "string") {
definition = props.variants && props.variants[definition];
}
/**
* At this point we've resolved both functions and variant labels,
* but the resolved variant label might itself have been a function.
* If so, resolve. This can only have returned a valid target object.
*/
if (typeof definition === "function") {
definition = definition(custom !== undefined ? custom : props.custom, currentValues, currentVelocity);
}
return definition;
}
function checkTargetForNewValues(visualElement, target, origin) {
var _a, _b;
const newValueKeys = Object.keys(target).filter((key) => !visualElement.hasValue(key));
const numNewValues = newValueKeys.length;
if (!numNewValues)
return;
for (let i = 0; i < numNewValues; i++) {
const key = newValueKeys[i];
const targetValue = target[key];
let value = null;
/**
* If the target is a series of keyframes, we can use the first value
* in the array. If this first value is null, we'll still need to read from the DOM.
*/
if (Array.isArray(targetValue)) {
value = targetValue[0];
}
/**
* If the target isn't keyframes, or the first keyframe was null, we need to
* first check if an origin value was explicitly defined in the transition as "from",
* if not read the value from the DOM. As an absolute fallback, take the defined target value.
*/
if (value === null) {
value = (_b = (_a = origin[key]) !== null && _a !== void 0 ? _a : visualElement.readValue(key)) !== null && _b !== void 0 ? _b : target[key];
}
/**
* If value is still undefined or null, ignore it. Preferably this would throw,
* but this was causing issues in Framer.
*/
if (value === undefined || value === null)
continue;
if (typeof value === "string" &&
(isNumericalString(value) || isZeroValueString(value))) {
// If this is a number read as a string, ie "0" or "200", convert it to a number
value = parseFloat(value);
}
else if (!findValueType(value) && complex.test(targetValue)) {
value = getAnimatableNone(key, targetValue);
}
visualElement.addValue(key, motionValue(value, { owner: visualElement }));
if (origin[key] === undefined) {
origin[key] = value;
}
if (value !== null)
visualElement.setBaseTarget(key, value);
}
}
function getOriginFromTransition(key, transition) {
if (!transition)
return;
const valueTransition = transition[key] || transition["default"] || transition;
return valueTransition.from;
}
function getOrigin(target, transition, visualElement) {
const origin = {};
for (const key in target) {
const transitionOrigin = getOriginFromTransition(key, transition);
if (transitionOrigin !== undefined) {
origin[key] = transitionOrigin;
}
else {
const value = visualElement.getValue(key);
if (value) {
origin[key] = value.get();
}
}
}
return origin;
}
function isSVGElement(element) {
return element instanceof SVGElement && element.tagName !== "svg";
}
function isForcedMotionValue(key, { layout, layoutId }) {
return (transformProps.has(key) ||
key.startsWith("origin") ||
((layout || layoutId !== undefined) &&
(!!scaleCorrectors[key] || key === "opacity")));
}
function scrapeMotionValuesFromProps(props, prevProps) {
const { style } = props;
const newValues = {};
for (const key in style) {
if (isMotionValue(style[key]) ||
(prevProps.style && isMotionValue(prevProps.style[key])) ||
isForcedMotionValue(key, props)) {
newValues[key] = style[key];
}
}
return newValues;
}
/**
* Parse Framer's special CSS variable format into a CSS token and a fallback.
*
* ```
* `var(--foo, #fff)` => [`--foo`, '#fff']
* ```
*
* @param current
*/
const splitCSSVariableRegex = /var\((--[a-zA-Z0-9-_]+),? ?([a-zA-Z0-9 ()%#.,-]+)?\)/;
function parseCSSVariable(current) {
const match = splitCSSVariableRegex.exec(current);
if (!match)
return [,];
const [, token, fallback] = match;
return [token, fallback];
}
const maxDepth = 4;
function getVariableValue(current, element, depth = 1) {
invariant(depth <= maxDepth, `Max CSS variable fallback depth detected in property "${current}". This may indicate a circular fallback dependency.`);
const [token, fallback] = parseCSSVariable(current);
// No CSS variable detected
if (!token)
return;
// Attempt to read this CSS variable off the element
const resolved = window.getComputedStyle(element).getPropertyValue(token);
if (resolved) {
const trimmed = resolved.trim();
return isNumericalString(trimmed) ? parseFloat(trimmed) : trimmed;
}
else if (isCSSVariableToken(fallback)) {
// The fallback might itself be a CSS variable, in which case we attempt to resolve it too.
return getVariableValue(fallback, element, depth + 1);
}
else {
return fallback;
}
}
/**
* Resolve CSS variables from
*
* @internal
*/
function resolveCSSVariables(visualElement, { ...target }, transitionEnd) {
const element = visualElement.current;
if (!(element instanceof Element))
return { target, transitionEnd };
// If `transitionEnd` isn't `undefined`, clone it. We could clone `target` and `transitionEnd`
// only if they change but I think this reads clearer and this isn't a performance-critical path.
if (transitionEnd) {
transitionEnd = { ...transitionEnd };
}
// Go through existing `MotionValue`s and ensure any existing CSS variables are resolved
visualElement.values.forEach((value) => {
const current = value.get();
if (!isCSSVariableToken(current))
return;
const resolved = getVariableValue(current, element);
if (resolved)
value.set(resolved);
});
// Cycle through every target property and resolve CSS variables. Currently
// we only read single-var properties like `var(--foo)`, not `calc(var(--foo) + 20px)`
for (const key in target) {
const current = target[key];
if (!isCSSVariableToken(current))
continue;
const resolved = getVariableValue(current, element);
if (!resolved)
continue;
// Clone target if it hasn't already been
target[key] = resolved;
if (!transitionEnd)
transitionEnd = {};
// If the user hasn't already set this key on `transitionEnd`, set it to the unresolved
// CSS variable. This will ensure that after the animation the component will reflect
// changes in the value of the CSS variable.
if (transitionEnd[key] === undefined) {
transitionEnd[key] = current;
}
}
return { target, transitionEnd };
}
const isBrowser = typeof document !== "undefined";
const positionalKeys = new Set([
"width",
"height",
"top",
"left",
"right",
"bottom",
"x",
"y",
"translateX",
"translateY",
]);
const isPositionalKey = (key) => positionalKeys.has(key);
const hasPositionalKey = (target) => {
return Object.keys(target).some(isPositionalKey);
};
const isNumOrPxType = (v) => v === number || v === px;
const getPosFromMatrix = (matrix, pos) => parseFloat(matrix.split(", ")[pos]);
const getTranslateFromMatrix = (pos2, pos3) => (_bbox, { transform }) => {
if (transform === "none" || !transform)
return 0;
const matrix3d = transform.match(/^matrix3d\((.+)\)$/);
if (matrix3d) {
return getPosFromMatrix(matrix3d[1], pos3);
}
else {
const matrix = transform.match(/^matrix\((.+)\)$/);
if (matrix) {
return getPosFromMatrix(matrix[1], pos2);
}
else {
return 0;
}
}
};
const transformKeys = new Set(["x", "y", "z"]);
const nonTranslationalTransformKeys = transformPropOrder.filter((key) => !transformKeys.has(key));
function removeNonTranslationalTransform(visualElement) {
const removedTransforms = [];
nonTranslationalTransformKeys.forEach((key) => {
const value = visualElement.getValue(key);
if (value !== undefined) {
removedTransforms.push([key, value.get()]);
value.set(key.startsWith("scale") ? 1 : 0);
}
});
// Apply changes to element before measurement
if (removedTransforms.length)
visualElement.render();
return removedTransforms;
}
const positionalValues = {
// Dimensions
width: ({ x }, { paddingLeft = "0", paddingRight = "0" }) => x.max - x.min - parseFloat(paddingLeft) - parseFloat(paddingRight),
height: ({ y }, { paddingTop = "0", paddingBottom = "0" }) => y.max - y.min - parseFloat(paddingTop) - parseFloat(paddingBottom),
top: (_bbox, { top }) => parseFloat(top),
left: (_bbox, { left }) => parseFloat(left),
bottom: ({ y }, { top }) => parseFloat(top) + (y.max - y.min),
right: ({ x }, { left }) => parseFloat(left) + (x.max - x.min),
// Transform
x: getTranslateFromMatrix(4, 13),
y: getTranslateFromMatrix(5, 14),
};
// Alias translate longform names
positionalValues.translateX = positionalValues.x;
positionalValues.translateY = positionalValues.y;
const convertChangedValueTypes = (target, visualElement, changedKeys) => {
const originBbox = visualElement.measureViewportBox();
const element = visualElement.current;
const elementComputedStyle = getComputedStyle(element);
const { display } = elementComputedStyle;
const origin = {};
// If the element is currently set to display: "none", make it visible before
// measuring the target bounding box
if (display === "none") {
visualElement.setStaticValue("display", target.display || "block");
}
/**
* Record origins before we render and update styles
*/
changedKeys.forEach((key) => {
origin[key] = positionalValues[key](originBbox, elementComputedStyle);
});
// Apply the latest values (as set in checkAndConvertChangedValueTypes)
visualElement.render();
const targetBbox = visualElement.measureViewportBox();
changedKeys.forEach((key) => {
// Restore styles to their **calculated computed style**, not their actual
// originally set style. This allows us to animate between equivalent pixel units.
const value = visualElement.getValue(key);
value && value.jump(origin[key]);
target[key] = positionalValues[key](targetBbox, elementComputedStyle);
});
return target;
};
const checkAndConvertChangedValueTypes = (visualElement, target, origin = {}, transitionEnd = {}) => {
target = { ...target };
transitionEnd = { ...transitionEnd };
const targetPositionalKeys = Object.keys(target).filter(isPositionalKey);
// We want to remove any transform values that could affect the element's bounding box before
// it's measured. We'll reapply these later.
let removedTransformValues = [];
let hasAttemptedToRemoveTransformValues = false;
const changedValueTypeKeys = [];
targetPositionalKeys.forEach((key) => {
const value = visualElement.getValue(key);
if (!visualElement.hasValue(key))
return;
let from = origin[key];
let fromType = findDimensionValueType(from);
const to = target[key];
let toType;
// TODO: The current implementation of this basically throws an error
// if you try and do value conversion via keyframes. There's probably
// a way of doing this but the performance implications would need greater scrutiny,
// as it'd be doing multiple resize-remeasure operations.
if (isKeyframesTarget(to)) {
const numKeyframes = to.length;
const fromIndex = to[0] === null ? 1 : 0;
from = to[fromIndex];
fromType = findDimensionValueType(from);
for (let i = fromIndex; i < numKeyframes; i++) {
/**
* Don't allow wildcard keyframes to be used to detect
* a difference in value types.
*/
if (to[i] === null)
break;
if (!toType) {
toType = findDimensionValueType(to[i]);
invariant(toType === fromType ||
(isNumOrPxType(fromType) && isNumOrPxType(toType)), "Keyframes must be of the same dimension as the current value");
}
else {
invariant(findDimensionValueType(to[i]) === toType, "All keyframes must be of the same type");
}
}
}
else {
toType = findDimensionValueType(to);
}
if (fromType !== toType) {
// If they're both just number or px, convert them both to numbers rather than
// relying on resize/remeasure to convert (which is wasteful in this situation)
if (isNumOrPxType(fromType) && isNumOrPxType(toType)) {
const current = value.get();
if (typeof current === "string") {
value.set(parseFloat(current));
}
if (typeof to === "string") {
target[key] = parseFloat(to);
}
else if (Array.isArray(to) && toType === px) {
target[key] = to.map(parseFloat);
}
}
else if ((fromType === null || fromType === void 0 ? void 0 : fromType.transform) &&
(toType === null || toType === void 0 ? void 0 : toType.transform) &&
(from === 0 || to === 0)) {
// If one or the other value is 0, it's safe to coerce it to the
// type of the other without measurement
if (from === 0) {
value.set(toType.transform(from));
}
else {
target[key] = fromType.transform(to);
}
}
else {
// If we're going to do value conversion via DOM measurements, we first
// need to remove non-positional transform values that could affect the bbox measurements.
if (!hasAttemptedToRemoveTransformValues) {
removedTransformValues =
removeNonTranslationalTransform(visualElement);
hasAttemptedToRemoveTransformValues = true;
}
changedValueTypeKeys.push(key);
transitionEnd[key] =
transitionEnd[key] !== undefined
? transitionEnd[key]
: target[key];
value.jump(to);
}
}
});
if (changedValueTypeKeys.length) {
const scrollY = changedValueTypeKeys.indexOf("height") >= 0
? window.pageYOffset
: null;
const convertedTarget = convertChangedValueTypes(target, visualElement, changedValueTypeKeys);
// If we removed transform values, reapply them before the next render
if (removedTransformValues.length) {
removedTransformValues.forEach(([key, value]) => {
visualElement.getValue(key).set(value);
});
}
// Reapply original values
visualElement.render();
// Restore scroll position
if (isBrowser && scrollY !== null) {
window.scrollTo({ top: scrollY });
}
return { target: convertedTarget, transitionEnd };
}
else {
return { target, transitionEnd };
}
};
/**
* Convert value types for x/y/width/height/top/left/bottom/right
*
* Allows animation between `'auto'` -> `'100%'` or `0` -> `'calc(50% - 10vw)'`
*
* @internal
*/
function unitConversion(visualElement, target, origin, transitionEnd) {
return hasPositionalKey(target)
? checkAndConvertChangedValueTypes(visualElement, target, origin, transitionEnd)
: { target, transitionEnd };
}
/**
* Parse a DOM variant to make it animatable. This involves resolving CSS variables
* and ensuring animations like "20%" => "calc(50vw)" are performed in pixels.
*/
const parseDomVariant = (visualElement, target, origin, transitionEnd) => {
const resolved = resolveCSSVariables(visualElement, target, transitionEnd);
target = resolved.target;
transitionEnd = resolved.transitionEnd;
return unitConversion(visualElement, target, origin, transitionEnd);
};
function isRefObject(ref) {
return (ref &&
typeof ref === "object" &&
Object.prototype.hasOwnProperty.call(ref, "current"));
}
// Does this device prefer reduced motion? Returns `null` server-side.
const prefersReducedMotion = { current: null };
const hasReducedMotionListener = { current: false };
function initPrefersReducedMotion() {
hasReducedMotionListener.current = true;
if (!isBrowser)
return;
if (window.matchMedia) {
const motionMediaQuery = window.matchMedia("(prefers-reduced-motion)");
const setReducedMotionPreferences = () => (prefersReducedMotion.current = motionMediaQuery.matches);
motionMediaQuery.addListener(setReducedMotionPreferences);
setReducedMotionPreferences();
}
else {
prefersReducedMotion.current = false;
}
}
function isAnimationControls(v) {
return (v !== null &&
typeof v === "object" &&
typeof v.start === "function");
}
/**
* Decides if the supplied variable is variant label
*/
function isVariantLabel(v) {
return typeof v === "string" || Array.isArray(v);
}
const variantPriorityOrder = [
"animate",
"whileInView",
"whileFocus",
"whileHover",
"whileTap",
"whileDrag",
"exit",
];
const variantProps = ["initial", ...variantPriorityOrder];
function isControllingVariants(props) {
return (isAnimationControls(props.animate) ||
variantProps.some((name) => isVariantLabel(props[name])));
}
function isVariantNode(props) {
return Boolean(isControllingVariants(props) || props.variants);
}
function updateMotionValuesFromProps(element, next, prev) {
const { willChange } = next;
for (const key in next) {
const nextValue = next[key];
const prevValue = prev[key];
if (isMotionValue(nextValue)) {
/**
* If this is a motion value found in props or style, we want to add it
* to our visual element's motion value map.
*/
element.addValue(key, nextValue);
if (isWillChangeMotionValue(willChange)) {
willChange.add(key);
}
/**
* Check the version of the incoming motion value with this version
* and warn against mismatches.
*/
{
warnOnce(nextValue.version === "10.18.0", `Attempting to mix Framer Motion versions ${nextValue.version} with 10.18.0 may not work as expected.`);
}
}
else if (isMotionValue(prevValue)) {
/**
* If we're swapping from a motion value to a static value,
* create a new motion value from that
*/
element.addValue(key, motionValue(nextValue, { owner: element }));
if (isWillChangeMotionValue(willChange)) {
willChange.remove(key);
}
}
else if (prevValue !== nextValue) {
/**
* If this is a flat value that has changed, update the motion value
* or create one if it doesn't exist. We only want to do this if we're
* not handling the value with our animation state.
*/
if (element.hasValue(key)) {
const existingValue = element.getValue(key);
// TODO: Only update values that aren't being animated or even looked at
!existingValue.hasAnimated && existingValue.set(nextValue);
}
else {
const latestValue = element.getStaticValue(key);
element.addValue(key, motionValue(latestValue !== undefined ? latestValue : nextValue, { owner: element }));
}
}
}
// Handle removed values
for (const key in prev) {
if (next[key] === undefined)
element.removeValue(key);
}
return next;
}
const 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 featureNames = Object.keys(featureDefinitions);
const numFeatures = featureNames.length;
const propEventHandlers = [
"AnimationStart",
"AnimationComplete",
"Update",
"BeforeLayoutMeasure",
"LayoutMeasure",
"LayoutAnimationStart",
"LayoutAnimationComplete",
];
const numVariantProps = variantProps.length;
/**
* A VisualElement is an imperative abstraction around UI elements such as
* HTMLElement, SVGElement, Three.Object3D etc.
*/
class VisualElement {
constructor({ parent, props, presenceContext, reducedMotionConfig, visualState, }, options = {}) {
/**
* A reference to the current underlying Instance, e.g. a HTMLElement
* or Three.Mesh etc.
*/
this.current = null;
/**
* A set containing references to this VisualElement's children.
*/
this.children = new Set();
/**
* Determine what role this visual element should take in the variant tree.
*/
this.isVariantNode = false;
this.isControllingVariants = false;
/**
* Decides whether this VisualElement should animate in reduced motion
* mode.
*
* TODO: This is currently set on every individual VisualElement but feels
* like it could be set globally.
*/
this.shouldReduceMotion = null;
/**
* A map of all motion values attached to this visual element. Motion
* values are source of truth for any given animated value. A motion
* value might be provided externally by the component via props.
*/
this.values = new Map();
/**
* Cleanup functions for active features (hover/tap/exit etc)
*/
this.features = {};
/**
* A map of every subscription that binds the provided or generated
* motion values onChange listeners to this visual element.
*/
this.valueSubscriptions = new Map();
/**
* A reference to the previously-provided motion values as returned
* from scrapeMotionValuesFromProps. We use the keys in here to determine
* if any motion values need to be removed after props are updated.
*/
this.prevMotionValues = {};
/**
* An object containing a SubscriptionManager for each active event.
*/
this.events = {};
/**
* An object containing an unsubscribe function for each prop event subscription.
* For example, every "Update" event can have multiple subscribers via
* VisualElement.on(), but only one of those can be defined via the onUpdate prop.
*/
this.propEventSubscriptions = {};
this.notifyUpdate = () => this.notify("Update", this.latestValues);
this.render = () => {
if (!this.current)
return;
this.triggerBuild();
this.renderInstance(this.current, this.renderState, this.props.style, this.projection);
};
this.scheduleRender = () => frame.render(this.render, false, true);
const { latestValues, renderState } = visualState;
this.latestValues = latestValues;
this.baseTarget = { ...latestValues };
this.initialValues = props.initial ? { ...latestValues } : {};
this.renderState = renderState;
this.parent = parent;
this.props = props;
this.presenceContext = presenceContext;
this.depth = parent ? parent.depth + 1 : 0;
this.reducedMotionConfig = reducedMotionConfig;
this.options = options;
this.isControllingVariants = isControllingVariants(props);
this.isVariantNode = isVariantNode(props);
if (this.isVariantNode) {
this.variantChildren = new Set();
}
this.manuallyAnimateOnMount = Boolean(parent && parent.current);
/**
* Any motion values that are provided to the element when created
* aren't yet bound to the element, as this would technically be impure.
* However, we iterate through the motion values and set them to the
* initial values for this component.
*
* TODO: This is impure and we should look at changing this to run on mount.
* Doing so will break some tests but this isn't neccessarily a breaking change,
* more a reflection of the test.
*/
const { willChange, ...initialMotionValues } = this.scrapeMotionValuesFromProps(props, {});
for (const key in initialMotionValues) {
const value = initialMotionValues[key];
if (latestValues[key] !== undefined && isMotionValue(value)) {
value.set(latestValues[key], false);
if (isWillChangeMotionValue(willChange)) {
willChange.add(key);
}
}
}
}
/**
* This method takes React props and returns found MotionValues. For example, HTML
* MotionValues will be found within the style prop, whereas for Three.js within attribute arrays.
*
* This isn't an abstract method as it needs calling in the constructor, but it is
* intended to be one.
*/
scrapeMotionValuesFromProps(_props, _prevProps) {
return {};
}
mount(instance) {
this.current = instance;
visualElementStore.set(instance, this);
if (this.projection && !this.projection.instance) {
this.projection.mount(instance);
}
if (this.parent && this.isVariantNode && !this.isControllingVariants) {
this.removeFromVariantTree = this.parent.addVariantChild(this);
}
this.values.forEach((value, key) => this.bindToMotionValue(key, value));
if (!hasReducedMotionListener.current) {
initPrefersReducedMotion();
}
this.shouldReduceMotion =
this.reducedMotionConfig === "never"
? false
: this.reducedMotionConfig === "always"
? true
: prefersReducedMotion.current;
{
warnOnce(this.shouldReduceMotion !== true, "You have Reduced Motion enabled on your device. Animations may not appear as expected.");
}
if (this.parent)
this.parent.children.add(this);
this.update(this.props, this.presenceContext);
}
unmount() {
visualElementStore.delete(this.current);
this.projection && this.projection.unmount();
cancelFrame(this.notifyUpdate);
cancelFrame(this.render);
this.valueSubscriptions.forEach((remove) => remove());
this.removeFromVariantTree && this.removeFromVariantTree();
this.parent && this.parent.children.delete(this);
for (const key in this.events) {
this.events[key].clear();
}
for (const key in this.features) {
this.features[key].unmount();
}
this.current = null;
}
bindToMotionValue(key, value) {
const valueIsTransform = transformProps.has(key);
const removeOnChange = value.on("change", (latestValue) => {
this.latestValues[key] = latestValue;
this.props.onUpdate &&
frame.update(this.notifyUpdate, false, true);
if (valueIsTransform && this.projection) {
this.projection.isTransformDirty = true;
}
});
const removeOnRenderRequest = value.on("renderRequest", this.scheduleRender);
this.valueSubscriptions.set(key, () => {
removeOnChange();
removeOnRenderRequest();
});
}
sortNodePosition(other) {
/**
* If these nodes aren't even of the same type we can't compare their depth.
*/
if (!this.current ||
!this.sortInstanceNodePosition ||
this.type !== other.type) {
return 0;
}
return this.sortInstanceNodePosition(this.current, other.current);
}
loadFeatures({ children, ...renderedProps }, isStrict, preloadedFeatures, initialLayoutGroupConfig) {
let ProjectionNodeConstructor;
let MeasureLayout;
/**
* If we're in development mode, check to make sure we're not rendering a motion component
* as a child of LazyMotion, as this will break the file-size benefits of using it.
*/
if (preloadedFeatures &&
isStrict) {
const strictMessage = "You have rendered a `motion` component within a `LazyMotion` component. This will break tree shaking. Import and render a `m` component instead.";
renderedProps.ignoreStrict
? warning(false, strictMessage)
: invariant(false, strictMessage);
}
for (let i = 0; i < numFeatures; i++) {
const name = featureNames[i];
const { isEnabled, Feature: FeatureConstructor, ProjectionNode, MeasureLayout: MeasureLayoutComponent, } = featureDefinitions[name];
if (ProjectionNode)
ProjectionNodeConstructor = ProjectionNode;
if (isEnabled(renderedProps)) {
if (!this.features[name] && FeatureConstructor) {
this.features[name] = new FeatureConstructor(this);
}
if (MeasureLayoutComponent) {
MeasureLayout = MeasureLayoutComponent;
}
}
}
if ((this.type === "html" || this.type === "svg") &&
!this.projection &&
ProjectionNodeConstructor) {
this.projection = new ProjectionNodeConstructor(this.latestValues, this.parent && this.parent.projection);
const { layoutId, layout, drag, dragConstraints, layoutScroll, layoutRoot, } = renderedProps;
this.projection.setOptions({
layoutId,
layout,
alwaysMeasureLayout: Boolean(drag) ||
(dragConstraints && isRefObject(dragConstraints)),
visualElement: this,
scheduleRender: () => this.scheduleRender(),
/**
* TODO: Update options in an effect. This could be tricky as it'll be too late
* to update by the time layout animations run.
* We also need to fix this safeToRemove by linking it up to the one returned by usePresence,
* ensuring it gets called if there's no potential layout animations.
*
*/
animationType: typeof layout === "string" ? layout : "both",
initialPromotionConfig: initialLayoutGroupConfig,
layoutScroll,
layoutRoot,
});
}
return MeasureLayout;
}
updateFeatures() {
for (const key in this.features) {
const feature = this.features[key];
if (feature.isMounted) {
feature.update();
}
else {
feature.mount();
feature.isMounted = true;
}
}
}
triggerBuild() {
this.build(this.renderState, this.latestValues, this.options, this.props);
}
/**
* Measure the current viewport box with or without transforms.
* Only measures axis-aligned boxes, rotate and skew must be manually
* removed with a re-render to work.
*/
measureViewportBox() {
return this.current
? this.measureInstanceViewportBox(this.current, this.props)
: createBox();
}
getStaticValue(key) {
return this.latestValues[key];
}
setStaticValue(key, value) {
this.latestValues[key] = value;
}
/**
* Make a target animatable by Popmotion. For instance, if we're
* trying to animate width from 100px to 100vw we need to measure 100vw
* in pixels to determine what we really need to animate to. This is also
* pluggable to support Framer's custom value types like Color,
* and CSS variables.
*/
makeTargetAnimatable(target, canMutate = true) {
return this.makeTargetAnimatableFromInstance(target, this.props, canMutate);
}
/**
* Update the provided props. Ensure any newly-added motion values are
* added to our map, old ones removed, and listeners updated.
*/
update(props, presenceContext) {
if (props.transformTemplate || this.props.transformTemplate) {
this.scheduleRender();
}
this.prevProps = this.props;
this.props = props;
this.prevPresenceContext = this.presenceContext;
this.presenceContext = presenceContext;
/**
* Update prop event handlers ie onAnimationStart, onAnimationComplete
*/
for (let i = 0; i < propEventHandlers.length; i++) {
const key = propEventHandlers[i];
if (this.propEventSubscriptions[key]) {
this.propEventSubscriptions[key]();
delete this.propEventSubscriptions[key];
}
const listener = props["on" + key];
if (listener) {
this.propEventSubscriptions[key] = this.on(key, listener);
}
}
this.prevMotionValues = updateMotionValuesFromProps(this, this.scrapeMotionValuesFromProps(props, this.prevProps), this.prevMotionValues);
if (this.handleChildMotionValue) {
this.handleChildMotionValue();
}
}
getProps() {
return this.props;
}
/**
* Returns the variant definition with a given name.
*/
getVariant(name) {
return this.props.variants ? this.props.variants[name] : undefined;
}
/**
* Returns the defined default transition on this component.
*/
getDefaultTransition() {
return this.props.transition;
}
getTransformPagePoint() {
return this.props.transformPagePoint;
}
getClosestVariantNode() {
return this.isVariantNode
? this
: this.parent
? this.parent.getClosestVariantNode()
: undefined;
}
getVariantContext(startAtParent = false) {
if (startAtParent) {
return this.parent ? this.parent.getVariantContext() : undefined;
}
if (!this.isControllingVariants) {
const context = this.parent
? this.parent.getVariantContext() || {}
: {};
if (this.props.initial !== undefined) {
context.initial = this.props.initial;
}
return context;
}
const context = {};
for (let i = 0; i < numVariantProps; i++) {
const name = variantProps[i];
const prop = this.props[name];
if (isVariantLabel(prop) || prop === false) {
context[name] = prop;
}
}
return context;
}
/**
* Add a child visual element to our set of children.
*/
addVariantChild(child) {
const closestVariantNode = this.getClosestVariantNode();
if (closestVariantNode) {
closestVariantNode.variantChildren &&
closestVariantNode.variantChildren.add(child);
return () => closestVariantNode.variantChildren.delete(child);
}
}
/**
* Add a motion value and bind it to this visual element.
*/
addValue(key, value) {
// Remove existing value if it exists
if (value !== this.values.get(key)) {
this.removeValue(key);
this.bindToMotionValue(key, value);
}
this.values.set(key, value);
this.latestValues[key] = value.get();
}
/**
* Remove a motion value and unbind any active subscriptions.
*/
removeValue(key) {
this.values.delete(key);
const unsubscribe = this.valueSubscriptions.get(key);
if (unsubscribe) {
unsubscribe();
this.valueSubscriptions.delete(key);
}
delete this.latestValues[key];
this.removeValueFromRenderState(key, this.renderState);
}
/**
* Check whether we have a motion value for this key
*/
hasValue(key) {
return this.values.has(key);
}
getValue(key, defaultValue) {
if (this.props.values && this.props.values[key]) {
return this.props.values[key];
}
let value = this.values.get(key);
if (value === undefined && defaultValue !== undefined) {
value = motionValue(defaultValue, { owner: this });
this.addValue(key, value);
}
return value;
}
/**
* If we're trying to animate to a previously unencountered value,
* we need to check for it in our state and as a last resort read it
* directly from the instance (which might have performance implications).
*/
readValue(key) {
var _a;
return this.latestValues[key] !== undefined || !this.current
? this.latestValues[key]
: (_a = this.getBaseTargetFromProps(this.props, key)) !== null && _a !== void 0 ? _a : this.readValueFromInstance(this.current, key, this.options);
}
/**
* Set the base target to later animate back to. This is currently
* only hydrated on creation and when we first read a value.
*/
setBaseTarget(key, value) {
this.baseTarget[key] = value;
}
/**
* Find the base target for a value thats been removed from all animation
* props.
*/
getBaseTarget(key) {
var _a;
const { initial } = this.props;
const valueFromInitial = typeof initial === "string" || typeof initial === "object"
? (_a = resolveVariantFromProps(this.props, initial)) === null || _a === void 0 ? void 0 : _a[key]
: undefined;
/**
* If this value still exists in the current initial variant, read that.
*/
if (initial && valueFromInitial !== undefined) {
return valueFromInitial;
}
/**
* Alternatively, if this VisualElement config has defined a getBaseTarget
* so we can read the value from an alternative source, try that.
*/
const target = this.getBaseTargetFromProps(this.props, key);
if (target !== undefined && !isMotionValue(target))
return target;
/**
* If the value was initially defined on initial, but it doesn't any more,
* return undefined. Otherwise return the value as initially read from the DOM.
*/
return this.initialValues[key] !== undefined &&
valueFromInitial === undefined
? undefined
: this.baseTarget[key];
}
on(eventName, callback) {
if (!this.events[eventName]) {
this.events[eventName] = new SubscriptionManager();
}
return this.events[eventName].add(callback);
}
notify(eventName, ...args) {
if (this.events[eventName]) {
this.events[eventName].notify(...args);
}
}
}
class DOMVisualElement extends VisualElement {
sortInstanceNodePosition(a, b) {
/**
* compareDocumentPosition returns a bitmask, by using the bitwise &
* we're returning true if 2 in that bitmask is set to true. 2 is set
* to true if b preceeds a.
*/
return a.compareDocumentPosition(b) & 2 ? 1 : -1;
}
getBaseTargetFromProps(props, key) {
return props.style ? props.style[key] : undefined;
}
removeValueFromRenderState(key, { vars, style }) {
delete vars[key];
delete style[key];
}
makeTargetAnimatableFromInstance({ transition, transitionEnd, ...target }, { transformValues }, isMounted) {
let origin = getOrigin(target, transition || {}, this);
/**
* If Framer has provided a function to convert `Color` etc value types, convert them
*/
if (transformValues) {
if (transitionEnd)
transitionEnd = transformValues(transitionEnd);
if (target)
target = transformValues(target);
if (origin)
origin = transformValues(origin);
}
if (isMounted) {
checkTargetForNewValues(this, target, origin);
const parsed = parseDomVariant(this, target, origin, transitionEnd);
transitionEnd = parsed.transitionEnd;
target = parsed.target;
}
return {
transition,
transitionEnd,
...target,
};
}
}
const translateAlias = {
x: "translateX",
y: "translateY",
z: "translateZ",
transformPerspective: "perspective",
};
const numTransforms = transformPropOrder.length;
/**
* Build a CSS transform style from individual x/y/scale etc properties.
*
* This outputs with a default order of transforms/scales/rotations, this can be customised by
* providing a transformTemplate function.
*/
function buildTransform(transform, { enableHardwareAcceleration = true, allowTransformNone = true, }, transformIsDefault, transformTemplate) {
// The transform string we're going to build into.
let transformString = "";
/**
* Loop over all possible transforms in order, adding the ones that
* are present to the transform string.
*/
for (let i = 0; i < numTransforms; i++) {
const key = transformPropOrder[i];
if (transform[key] !== undefined) {
const transformName = translateAlias[key] || key;
transformString += `${transformName}(${transform[key]}) `;
}
}
if (enableHardwareAcceleration && !transform.z) {
transformString += "translateZ(0)";
}
transformString = transformString.trim();
// If we have a custom `transform` template, pass our transform values and
// generated transformString to that before returning
if (transformTemplate) {
transformString = transformTemplate(transform, transformIsDefault ? "" : transformString);
}
else if (allowTransformNone && transformIsDefault) {
transformString = "none";
}
return transformString;
}
/**
* 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;
};
function buildHTMLStyles(state, latestValues, options, transformTemplate) {
const { style, vars, transform, transformOrigin } = state;
// Track whether we encounter any transform or transformOrigin values.
let hasTransform = false;
let hasTransformOrigin = false;
// Does the calculated transform essentially equal "none"?
let transformIsNone = true;
/**
* Loop over all our latest animated values and decide whether to handle them
* as a style or CSS variable.
*
* Transforms and transform origins are kept seperately for further processing.
*/
for (const key in latestValues) {
const value = latestValues[key];
/**
* If this is a CSS variable we don't do any further processing.
*/
if (isCSSVariableName(key)) {
vars[key] = value;
continue;
}
// Convert the value to its default value type, ie 0 -> "0px"
const valueType = numberValueTypes[key];
const valueAsType = getValueAsType(value, valueType);
if (transformProps.has(key)) {
// If this is a transform, flag to enable further transform processing
hasTransform = true;
transform[key] = valueAsType;
// If we already know we have a non-default transform, early return
if (!transformIsNone)
continue;
// Otherwise check to see if this is a default transform
if (value !== (valueType.default || 0))
transformIsNone = false;
}
else if (key.startsWith("origin")) {
// If this is a transform origin, flag and enable further transform-origin processing
hasTransformOrigin = true;
transformOrigin[key] = valueAsType;
}
else {
style[key] = valueAsType;
}
}
if (!latestValues.transform) {
if (hasTransform || transformTemplate) {
style.transform = buildTransform(state.transform, options, transformIsNone, transformTemplate);
}
else if (style.transform) {
/**
* If we have previously created a transform but currently don't have any,
* reset transform style to none.
*/
style.transform = "none";
}
}
/**
* Build a transformOrigin style. Uses the same defaults as the browser for
* undefined origins.
*/
if (hasTransformOrigin) {
const { originX = "50%", originY = "50%", originZ = 0, } = transformOrigin;
style.transformOrigin = `${originX} ${originY} ${originZ}`;
}
}
function 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]);
}
}
/**
* 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 },
};
}
/**
* 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 measureViewportBox(instance, transformPoint) {
return convertBoundingBoxToBox(transformBoxPoints(instance.getBoundingClientRect(), transformPoint));
}
function getComputedStyle$1(element) {
return window.getComputedStyle(element);
}
class HTMLVisualElement extends DOMVisualElement {
constructor() {
super(...arguments);
this.type = "html";
}
readValueFromInstance(instance, key) {
if (transformProps.has(key)) {
const defaultType = getDefaultValueType(key);
return defaultType ? defaultType.default || 0 : 0;
}
else {
const computedStyle = getComputedStyle$1(instance);
const value = (isCSSVariableName(key)
? computedStyle.getPropertyValue(key)
: computedStyle[key]) || 0;
return typeof value === "string" ? value.trim() : value;
}
}
measureInstanceViewportBox(instance, { transformPagePoint }) {
return measureViewportBox(instance, transformPagePoint);
}
build(renderState, latestValues, options, props) {
buildHTMLStyles(renderState, latestValues, options, props.transformTemplate);
}
scrapeMotionValuesFromProps(props, prevProps) {
return scrapeMotionValuesFromProps(props, prevProps);
}
handleChildMotionValue() {
if (this.childSubscription) {
this.childSubscription();
delete this.childSubscription;
}
const { children } = this.props;
if (isMotionValue(children)) {
this.childSubscription = children.on("change", (latest) => {
if (this.current)
this.current.textContent = `${latest}`;
});
}
}
renderInstance(instance, renderState, styleProp, projection) {
renderHTML(instance, renderState, styleProp, projection);
}
}
function 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 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;
/**
* Use a mutable data object for debug data so as to not create a new
* object every frame.
*/
const projectionFrameData = {
type: "projectionFrame",
totalNodes: 0,
resolvedTargetDeltas: 0,
recalculatedProjection: 0,
};
function createProjectionNode({ 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;
/**
* 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.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.
*/
projectionFrameData.totalNodes =
projectionFrameData.resolvedTargetDeltas =
projectionFrameData.recalculatedProjection =
0;
this.nodes.forEach(propagateDirtyNodes);
this.nodes.forEach(resolveTargetDelta);
this.nodes.forEach(calcProjection);
this.nodes.forEach(cleanDirtyNodes);
record(projectionFrameData);
};
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 = {
...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(resetRotation);
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;
}
!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 = performance.now();
frameData.delta = clamp(0, 1000 / 60, now - frameData.timestamp);
frameData.timestamp = now;
frameData.isProcessing = true;
steps.update.process(frameData);
steps.preRender.process(frameData);
steps.render.process(frameData);
frameData.isProcessing = false;
}
didUpdate() {
if (!this.updateScheduled) {
this.updateScheduled = true;
queueMicrotask(() => this.update());
}
}
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) {
this.scroll = {
animationId: this.root.animationId,
phase,
isRoot: checkIsScrollRoot(this.instance),
offset: measureScroll(this.instance),
};
}
}
resetTransform() {
if (!resetTransform)
return;
const isResetRequested = this.isLayoutDirty || this.shouldResetTransform;
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() {
const { visualElement } = this.options;
if (!visualElement)
return createBox();
const box = visualElement.measureViewportBox();
// 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) {
const boxWithoutScroll = createBox();
copyBoxInto(boxWithoutScroll, box);
/**
* 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.isRoot) {
copyBoxInto(boxWithoutScroll, box);
const { scroll: rootScroll } = this.root;
/**
* Undo the application of page scroll that was originally added
* to the measured bounding box.
*/
if (rootScroll) {
translateAxis(boxWithoutScroll.x, -rootScroll.offset.x);
translateAxis(boxWithoutScroll.y, -rootScroll.offset.y);
}
}
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);
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.
*/
// TODO If this is unsuccessful this currently happens every frame
if (!this.targetDelta && !this.relativeTarget) {
// TODO: This is a semi-repetition of further down this function, make DRY
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
*/
projectionFrameData.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;
}
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.projectionTransform) {
this.projectionDelta = createDelta();
this.projectionTransform = "none";
this.scheduleRender();
}
return;
}
if (!this.projectionDelta) {
this.projectionDelta = createDelta();
this.projectionDeltaWithTransform = createDelta();
}
const prevProjectionTransform = this.projectionTransform;
/**
* 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);
this.projectionTransform = buildProjectionTransform(this.projectionDelta, this.treeScale);
if (this.projectionTransform !== prevProjectionTransform ||
this.treeScale.x !== prevTreeScaleX ||
this.treeScale.y !== prevTreeScaleY) {
this.hasProjected = true;
this.scheduleRender();
this.notifyListeners("projectionUpdate", target);
}
/**
* Increase debug counter for recalculated projections
*/
projectionFrameData.recalculatedProjection++;
}
hide() {
this.isVisible = false;
// TODO: Schedule render
}
show() {
this.isVisible = true;
// TODO: Schedule render
}
scheduleRender(notifyAll = true) {
this.options.scheduleRender && this.options.scheduleRender();
if (notifyAll) {
const stack = this.getStack();
stack && stack.scheduleRender();
}
if (this.resumingFrom && !this.resumingFrom.instance) {
this.resumingFrom = undefined;
}
}
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;
}
}
resetRotation() {
const { visualElement } = this.options;
if (!visualElement)
return;
// If there's no detected rotation values, we can early return without a forced render.
let hasRotate = 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.rotate ||
latestValues.rotateX ||
latestValues.rotateY ||
latestValues.rotateZ) {
hasRotate = true;
}
// If there's no rotation values, we don't need to do any more.
if (!hasRotate)
return;
const resetValues = {};
// Check the rotate value of all axes and reset to 0
for (let i = 0; i < transformAxes.length; i++) {
const key = "rotate" + transformAxes[i];
// Record the rotation and then temporarily set it to 0
if (latestValues[key]) {
resetValues[key] = latestValues[key];
visualElement.setStaticValue(key, 0);
}
}
// Force a render of this element to apply the transform with all rotations
// set to 0.
visualElement.render();
// Put back all the values we reset
for (const key in resetValues) {
visualElement.setStaticValue(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
*/
projectionFrameData.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 resetRotation(node) {
node.resetRotation();
}
function removeLeadSnapshots(stack) {
stack.removeLeadSnapshot();
}
function mixAxisDelta(output, delta, p) {
output.translate = mix(delta.translate, 0, p);
output.scale = mix(delta.scale, 1, p);
output.origin = delta.origin;
output.originPoint = delta.originPoint;
}
function mixAxis(output, from, to, p) {
output.min = mix(from.min, to.min, p);
output.max = mix(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.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
: 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 addDomEvent(target, eventName, handler, options = { passive: true }) {
target.addEventListener(eventName, handler, options);
return () => target.removeEventListener(eventName, handler);
}
const DocumentProjectionNode = createProjectionNode({
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({
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"),
});
const notify = (node) => !node.isLayoutDirty && node.willUpdate(false);
function nodeGroup() {
const nodes = new Set();
const subscriptions = new WeakMap();
const dirtyAll = () => nodes.forEach(notify);
return {
add: (node) => {
nodes.add(node);
subscriptions.set(node, node.addEventListener("willUpdate", dirtyAll));
},
remove: (node) => {
nodes.delete(node);
const unsubscribe = subscriptions.get(node);
if (unsubscribe) {
unsubscribe();
subscriptions.delete(node);
}
dirtyAll();
},
dirty: dirtyAll,
};
}
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 = mix(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);
},
};
exports.HTMLProjectionNode = HTMLProjectionNode;
exports.HTMLVisualElement = HTMLVisualElement;
exports.addScaleCorrector = addScaleCorrector;
exports.animate = animateValue;
exports.buildTransform = buildTransform;
exports.calcBoxDelta = calcBoxDelta;
exports.correctBorderRadius = correctBorderRadius;
exports.correctBoxShadow = correctBoxShadow;
exports.frame = frame;
exports.frameData = frameData;
exports.mix = mix;
exports.nodeGroup = nodeGroup;
Object.defineProperty(exports, '__esModule', { value: true });
}));