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bundle size and loop we're\n  only cutting ~4 or so subdivision iterations. I bumped the max iterations up\n  to 12 to compensate and this still tended to be faster for no perceivable\n  loss in accuracy.\n  Usage\n    const easeOut = cubicBezier(.17,.67,.83,.67);\n    const x = easeOut(0.5); // returns 0.627...\n*/\n// Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.\nconst calcBezier = (t, a1, a2) => (((1.0 - 3.0 * a2 + 3.0 * a1) * t + (3.0 * a2 - 6.0 * a1)) * t + 3.0 * a1) *\n    t;\nconst subdivisionPrecision = 0.0000001;\nconst subdivisionMaxIterations = 12;\nfunction binarySubdivide(x, lowerBound, upperBound, mX1, mX2) {\n    let currentX;\n    let currentT;\n    let i = 0;\n    do {\n        currentT = lowerBound + (upperBound - lowerBound) / 2.0;\n        currentX = calcBezier(currentT, mX1, mX2) - x;\n        if (currentX > 0.0) {\n            upperBound = currentT;\n        }\n        else {\n            lowerBound = currentT;\n        }\n    } while (Math.abs(currentX) > subdivisionPrecision &&\n        ++i < subdivisionMaxIterations);\n    return currentT;\n}\nfunction cubicBezier(mX1, mY1, mX2, mY2) {\n    // If this is a linear gradient, return linear easing\n    if (mX1 === mY1 && mX2 === mY2)\n        return noop;\n    const getTForX = (aX) => binarySubdivide(aX, 0, 1, mX1, mX2);\n    // If animation is at start/end, return t without easing\n    return (t) => t === 0 || t === 1 ? t : calcBezier(getTForX(t), mY1, mY2);\n}\n\nexport { cubicBezier };\n","import { cubicBezier } from './cubic-bezier.mjs';\n\nconst easeIn = cubicBezier(0.42, 0, 1, 1);\nconst easeOut = cubicBezier(0, 0, 0.58, 1);\nconst easeInOut = cubicBezier(0.42, 0, 0.58, 1);\n\nexport { easeIn, easeInOut, easeOut };\n","const isEasingArray = (ease) => {\n    return Array.isArray(ease) && typeof ease[0] !== \"number\";\n};\n\nexport { isEasingArray };\n","import { cubicBezier } from './cubic-bezier.mjs';\nimport { mirrorEasing } from './modifiers/mirror.mjs';\nimport { reverseEasing } from './modifiers/reverse.mjs';\n\nconst backOut = cubicBezier(0.33, 1.53, 0.69, 0.99);\nconst backIn = reverseEasing(backOut);\nconst backInOut = mirrorEasing(backIn);\n\nexport { backIn, backInOut, backOut };\n","import { invariant } from '../../utils/errors.mjs';\nimport { cubicBezier } from '../cubic-bezier.mjs';\nimport { noop } from '../../utils/noop.mjs';\nimport { easeIn, easeInOut, easeOut } from '../ease.mjs';\nimport { circIn, circInOut, circOut } from '../circ.mjs';\nimport { backIn, backInOut, backOut } from '../back.mjs';\nimport { anticipate } from '../anticipate.mjs';\n\nconst easingLookup = {\n    linear: noop,\n    easeIn,\n    easeInOut,\n    easeOut,\n    circIn,\n    circInOut,\n    circOut,\n    backIn,\n    backInOut,\n    backOut,\n    anticipate,\n};\nconst easingDefinitionToFunction = (definition) => {\n    if (Array.isArray(definition)) {\n        // If cubic bezier definition, create bezier curve\n        invariant(definition.length === 4, `Cubic bezier arrays must contain four numerical values.`);\n        const [x1, y1, x2, y2] = definition;\n        return cubicBezier(x1, y1, x2, y2);\n    }\n    else if (typeof definition === \"string\") {\n        // Else lookup from table\n        invariant(easingLookup[definition] !== undefined, `Invalid easing type '${definition}'`);\n        return easingLookup[definition];\n    }\n    return definition;\n};\n\nexport { easingDefinitionToFunction };\n","import { backIn } from './back.mjs';\n\nconst anticipate = (p) => (p *= 2) < 1 ? 0.5 * backIn(p) : 0.5 * (2 - Math.pow(2, -10 * (p - 1)));\n\nexport { anticipate };\n","// Adapted from https://gist.github.com/mjackson/5311256\nfunction hueToRgb(p, q, t) {\n    if (t < 0)\n        t += 1;\n    if (t > 1)\n        t -= 1;\n    if (t < 1 / 6)\n        return p + (q - p) * 6 * t;\n    if (t < 1 / 2)\n        return q;\n    if (t < 2 / 3)\n        return p + (q - p) * (2 / 3 - t) * 6;\n    return p;\n}\nfunction hslaToRgba({ hue, saturation, lightness, alpha }) {\n    hue /= 360;\n    saturation /= 100;\n    lightness /= 100;\n    let red = 0;\n    let green = 0;\n    let blue = 0;\n    if (!saturation) {\n        red = green = blue = lightness;\n    }\n    else {\n        const q = lightness < 0.5\n            ? lightness * (1 + saturation)\n            : lightness + saturation - lightness * saturation;\n        const p = 2 * lightness - q;\n        red = hueToRgb(p, q, hue + 1 / 3);\n        green = hueToRgb(p, q, hue);\n        blue = hueToRgb(p, q, hue - 1 / 3);\n    }\n    return {\n        red: Math.round(red * 255),\n        green: Math.round(green * 255),\n        blue: Math.round(blue * 255),\n        alpha,\n    };\n}\n\nexport { hslaToRgba };\n","import { mix } from './mix.mjs';\nimport { invariant } from './errors.mjs';\nimport { hslaToRgba } from './hsla-to-rgba.mjs';\nimport { hex } from '../value/types/color/hex.mjs';\nimport { rgba } from '../value/types/color/rgba.mjs';\nimport { hsla } from '../value/types/color/hsla.mjs';\n\n// Linear color space blending\n// Explained https://www.youtube.com/watch?v=LKnqECcg6Gw\n// Demonstrated http://codepen.io/osublake/pen/xGVVaN\nconst mixLinearColor = (from, to, v) => {\n    const fromExpo = from * from;\n    return Math.sqrt(Math.max(0, v * (to * to - fromExpo) + fromExpo));\n};\nconst colorTypes = [hex, rgba, hsla];\nconst getColorType = (v) => colorTypes.find((type) => type.test(v));\nfunction asRGBA(color) {\n    const type = getColorType(color);\n    invariant(Boolean(type), `'${color}' is not an animatable color. Use the equivalent color code instead.`);\n    let model = type.parse(color);\n    if (type === hsla) {\n        // TODO Remove this cast - needed since Framer Motion's stricter typing\n        model = hslaToRgba(model);\n    }\n    return model;\n}\nconst mixColor = (from, to) => {\n    const fromRGBA = asRGBA(from);\n    const toRGBA = asRGBA(to);\n    const blended = { ...fromRGBA };\n    return (v) => {\n        blended.red = mixLinearColor(fromRGBA.red, toRGBA.red, v);\n        blended.green = mixLinearColor(fromRGBA.green, toRGBA.green, v);\n        blended.blue = mixLinearColor(fromRGBA.blue, toRGBA.blue, v);\n        blended.alpha = mix(fromRGBA.alpha, toRGBA.alpha, v);\n        return rgba.transform(blended);\n    };\n};\n\nexport { mixColor, mixLinearColor };\n","import { mix } from './mix.mjs';\nimport { mixColor } from './mix-color.mjs';\nimport { pipe } from './pipe.mjs';\nimport { warning } from './errors.mjs';\nimport { color } from '../value/types/color/index.mjs';\nimport { complex, analyseComplexValue } from '../value/types/complex/index.mjs';\n\nconst mixImmediate = (origin, target) => (p) => `${p > 0 ? target : origin}`;\nfunction getMixer(origin, target) {\n    if (typeof origin === \"number\") {\n        return (v) => mix(origin, target, v);\n    }\n    else if (color.test(origin)) {\n        return mixColor(origin, target);\n    }\n    else {\n        return origin.startsWith(\"var(\")\n            ? mixImmediate(origin, target)\n            : mixComplex(origin, target);\n    }\n}\nconst mixArray = (from, to) => {\n    const output = [...from];\n    const numValues = output.length;\n    const blendValue = from.map((fromThis, i) => getMixer(fromThis, to[i]));\n    return (v) => {\n        for (let i = 0; i < numValues; i++) {\n            output[i] = blendValue[i](v);\n        }\n        return output;\n    };\n};\nconst mixObject = (origin, target) => {\n    const output = { ...origin, ...target };\n    const blendValue = {};\n    for (const key in output) {\n        if (origin[key] !== undefined && target[key] !== undefined) {\n            blendValue[key] = getMixer(origin[key], target[key]);\n        }\n    }\n    return (v) => {\n        for (const key in blendValue) {\n            output[key] = blendValue[key](v);\n        }\n        return output;\n    };\n};\nconst mixComplex = (origin, target) => {\n    const template = complex.createTransformer(target);\n    const originStats = analyseComplexValue(origin);\n    const targetStats = analyseComplexValue(target);\n    const canInterpolate = originStats.numVars === targetStats.numVars &&\n        originStats.numColors === targetStats.numColors &&\n        originStats.numNumbers >= targetStats.numNumbers;\n    if (canInterpolate) {\n        return pipe(mixArray(originStats.values, targetStats.values), template);\n    }\n    else {\n        warning(true, `Complex values '${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.`);\n        return mixImmediate(origin, target);\n    }\n};\n\nexport { mixArray, mixComplex, mixObject };\n","import { invariant } from './errors.mjs';\nimport { color } from '../value/types/color/index.mjs';\nimport { clamp } from './clamp.mjs';\nimport { mix } from './mix.mjs';\nimport { mixColor } from './mix-color.mjs';\nimport { mixComplex, mixArray, mixObject } from './mix-complex.mjs';\nimport { pipe } from './pipe.mjs';\nimport { progress } from './progress.mjs';\nimport { noop } from './noop.mjs';\n\nconst mixNumber = (from, to) => (p) => mix(from, to, p);\nfunction detectMixerFactory(v) {\n    if (typeof v === \"number\") {\n        return mixNumber;\n    }\n    else if (typeof v === \"string\") {\n        return color.test(v) ? mixColor : mixComplex;\n    }\n    else if (Array.isArray(v)) {\n        return mixArray;\n    }\n    else if (typeof v === \"object\") {\n        return mixObject;\n    }\n    return mixNumber;\n}\nfunction createMixers(output, ease, customMixer) {\n    const mixers = [];\n    const mixerFactory = customMixer || detectMixerFactory(output[0]);\n    const numMixers = output.length - 1;\n    for (let i = 0; i < numMixers; i++) {\n        let mixer = mixerFactory(output[i], output[i + 1]);\n        if (ease) {\n            const easingFunction = Array.isArray(ease) ? ease[i] || noop : ease;\n            mixer = pipe(easingFunction, mixer);\n        }\n        mixers.push(mixer);\n    }\n    return mixers;\n}\n/**\n * Create a function that maps from a numerical input array to a generic output array.\n *\n * Accepts:\n *   - Numbers\n *   - Colors (hex, hsl, hsla, rgb, rgba)\n *   - Complex (combinations of one or more numbers or strings)\n *\n * ```jsx\n * const mixColor = interpolate([0, 1], ['#fff', '#000'])\n *\n * mixColor(0.5) // 'rgba(128, 128, 128, 1)'\n * ```\n *\n * TODO Revist this approach once we've moved to data models for values,\n * probably not needed to pregenerate mixer functions.\n *\n * @public\n */\nfunction interpolate(input, output, { clamp: isClamp = true, ease, mixer } = {}) {\n    const inputLength = input.length;\n    invariant(inputLength === output.length, \"Both input and output ranges must be the same length\");\n    /**\n     * If we're only provided a single input, we can just make a function\n     * that returns the output.\n     */\n    if (inputLength === 1)\n        return () => output[0];\n    // If input runs highest -> lowest, reverse both arrays\n    if (input[0] > input[inputLength - 1]) {\n        input = [...input].reverse();\n        output = [...output].reverse();\n    }\n    const mixers = createMixers(output, ease, mixer);\n    const numMixers = mixers.length;\n    const interpolator = (v) => {\n        let i = 0;\n        if (numMixers > 1) {\n            for (; i < input.length - 2; i++) {\n                if (v < input[i + 1])\n                    break;\n            }\n        }\n        const progressInRange = progress(input[i], input[i + 1], v);\n        return mixers[i](progressInRange);\n    };\n    return isClamp\n        ? (v) => interpolator(clamp(input[0], input[inputLength - 1], v))\n        : interpolator;\n}\n\nexport { interpolate };\n","import { fillOffset } from './fill.mjs';\n\nfunction defaultOffset(arr) {\n    const offset = [0];\n    fillOffset(offset, arr.length - 1);\n    return offset;\n}\n\nexport { defaultOffset };\n","import { mix } from '../mix.mjs';\nimport { progress } from '../progress.mjs';\n\nfunction fillOffset(offset, remaining) {\n    const min = offset[offset.length - 1];\n    for (let i = 1; i <= remaining; i++) {\n        const offsetProgress = progress(0, remaining, i);\n        offset.push(mix(min, 1, offsetProgress));\n    }\n}\n\nexport { fillOffset };\n","import { easeInOut } from '../../easing/ease.mjs';\nimport { isEasingArray } from '../../easing/utils/is-easing-array.mjs';\nimport { easingDefinitionToFunction } from '../../easing/utils/map.mjs';\nimport { interpolate } from '../../utils/interpolate.mjs';\nimport { defaultOffset } from '../../utils/offsets/default.mjs';\nimport { convertOffsetToTimes } from '../../utils/offsets/time.mjs';\n\nfunction defaultEasing(values, easing) {\n    return values.map(() => easing || easeInOut).splice(0, values.length - 1);\n}\nfunction keyframes({ duration = 300, keyframes: keyframeValues, times, ease = \"easeInOut\", }) {\n    /**\n     * Easing functions can be externally defined as strings. Here we convert them\n     * into actual functions.\n     */\n    const easingFunctions = isEasingArray(ease)\n        ? ease.map(easingDefinitionToFunction)\n        : easingDefinitionToFunction(ease);\n    /**\n     * This is the Iterator-spec return value. We ensure it's mutable rather than using a generator\n     * to reduce GC during animation.\n     */\n    const state = {\n        done: false,\n        value: keyframeValues[0],\n    };\n    /**\n     * Create a times array based on the provided 0-1 offsets\n     */\n    const absoluteTimes = convertOffsetToTimes(\n    // Only use the provided offsets if they're the correct length\n    // TODO Maybe we should warn here if there's a length mismatch\n    times && times.length === keyframeValues.length\n        ? times\n        : defaultOffset(keyframeValues), duration);\n    const mapTimeToKeyframe = interpolate(absoluteTimes, keyframeValues, {\n        ease: Array.isArray(easingFunctions)\n            ? easingFunctions\n            : defaultEasing(keyframeValues, easingFunctions),\n    });\n    return {\n        calculatedDuration: duration,\n        next: (t) => {\n            state.value = mapTimeToKeyframe(t);\n            state.done = t >= duration;\n            return state;\n        },\n    };\n}\n\nexport { defaultEasing, keyframes };\n","function convertOffsetToTimes(offset, duration) {\n    return offset.map((o) => o * duration);\n}\n\nexport { convertOffsetToTimes };\n","import { velocityPerSecond } from '../../../utils/velocity-per-second.mjs';\n\nconst velocitySampleDuration = 5; // ms\nfunction calcGeneratorVelocity(resolveValue, t, current) {\n    const prevT = Math.max(t - velocitySampleDuration, 0);\n    return velocityPerSecond(current - resolveValue(prevT), t - prevT);\n}\n\nexport { calcGeneratorVelocity };\n","import { warning } from '../../../utils/errors.mjs';\nimport { clamp } from '../../../utils/clamp.mjs';\nimport { secondsToMilliseconds, millisecondsToSeconds } from '../../../utils/time-conversion.mjs';\n\nconst safeMin = 0.001;\nconst minDuration = 0.01;\nconst maxDuration = 10.0;\nconst minDamping = 0.05;\nconst maxDamping = 1;\nfunction findSpring({ duration = 800, bounce = 0.25, velocity = 0, mass = 1, }) {\n    let envelope;\n    let derivative;\n    warning(duration <= secondsToMilliseconds(maxDuration), \"Spring duration must be 10 seconds or less\");\n    let dampingRatio = 1 - bounce;\n    /**\n     * Restrict dampingRatio and duration to within acceptable ranges.\n     */\n    dampingRatio = clamp(minDamping, maxDamping, dampingRatio);\n    duration = clamp(minDuration, maxDuration, millisecondsToSeconds(duration));\n    if (dampingRatio < 1) {\n        /**\n         * Underdamped spring\n         */\n        envelope = (undampedFreq) => {\n            const exponentialDecay = undampedFreq * dampingRatio;\n            const delta = exponentialDecay * duration;\n            const a = exponentialDecay - velocity;\n            const b = calcAngularFreq(undampedFreq, dampingRatio);\n            const c = Math.exp(-delta);\n            return safeMin - (a / b) * c;\n        };\n        derivative = (undampedFreq) => {\n            const exponentialDecay = undampedFreq * dampingRatio;\n            const delta = exponentialDecay * duration;\n            const d = delta * velocity + velocity;\n            const e = Math.pow(dampingRatio, 2) * Math.pow(undampedFreq, 2) * duration;\n            const f = Math.exp(-delta);\n            const g = calcAngularFreq(Math.pow(undampedFreq, 2), dampingRatio);\n            const factor = -envelope(undampedFreq) + safeMin > 0 ? -1 : 1;\n            return (factor * ((d - e) * f)) / g;\n        };\n    }\n    else {\n        /**\n         * Critically-damped spring\n         */\n        envelope = (undampedFreq) => {\n            const a = Math.exp(-undampedFreq * duration);\n            const b = (undampedFreq - velocity) * duration + 1;\n            return -safeMin + a * b;\n        };\n        derivative = (undampedFreq) => {\n            const a = Math.exp(-undampedFreq * duration);\n            const b = (velocity - undampedFreq) * (duration * duration);\n            return a * b;\n        };\n    }\n    const initialGuess = 5 / duration;\n    const undampedFreq = approximateRoot(envelope, derivative, initialGuess);\n    duration = secondsToMilliseconds(duration);\n    if (isNaN(undampedFreq)) {\n        return {\n            stiffness: 100,\n            damping: 10,\n            duration,\n        };\n    }\n    else {\n        const stiffness = Math.pow(undampedFreq, 2) * mass;\n        return {\n            stiffness,\n            damping: dampingRatio * 2 * Math.sqrt(mass * stiffness),\n            duration,\n        };\n    }\n}\nconst rootIterations = 12;\nfunction approximateRoot(envelope, derivative, initialGuess) {\n    let result = initialGuess;\n    for (let i = 1; i < rootIterations; i++) {\n        result = result - envelope(result) / derivative(result);\n    }\n    return result;\n}\nfunction calcAngularFreq(undampedFreq, dampingRatio) {\n    return undampedFreq * Math.sqrt(1 - dampingRatio * dampingRatio);\n}\n\nexport { calcAngularFreq, findSpring, maxDamping, maxDuration, minDamping, minDuration };\n","import { millisecondsToSeconds } from '../../../utils/time-conversion.mjs';\nimport { calcGeneratorVelocity } from '../utils/velocity.mjs';\nimport { findSpring, calcAngularFreq } from './find.mjs';\n\nconst durationKeys = [\"duration\", \"bounce\"];\nconst physicsKeys = [\"stiffness\", \"damping\", \"mass\"];\nfunction isSpringType(options, keys) {\n    return keys.some((key) => options[key] !== undefined);\n}\nfunction getSpringOptions(options) {\n    let springOptions = {\n        velocity: 0.0,\n        stiffness: 100,\n        damping: 10,\n        mass: 1.0,\n        isResolvedFromDuration: false,\n        ...options,\n    };\n    // stiffness/damping/mass overrides duration/bounce\n    if (!isSpringType(options, physicsKeys) &&\n        isSpringType(options, durationKeys)) {\n        const derived = findSpring(options);\n        springOptions = {\n            ...springOptions,\n            ...derived,\n            velocity: 0.0,\n            mass: 1.0,\n        };\n        springOptions.isResolvedFromDuration = true;\n    }\n    return springOptions;\n}\nfunction spring({ keyframes, restDelta, restSpeed, ...options }) {\n    const origin = keyframes[0];\n    const target = keyframes[keyframes.length - 1];\n    /**\n     * This is the Iterator-spec return value. We ensure it's mutable rather than using a generator\n     * to reduce GC during animation.\n     */\n    const state = { done: false, value: origin };\n    const { stiffness, damping, mass, velocity, duration, isResolvedFromDuration, } = getSpringOptions(options);\n    const initialVelocity = velocity ? -millisecondsToSeconds(velocity) : 0.0;\n    const dampingRatio = damping / (2 * Math.sqrt(stiffness * mass));\n    const initialDelta = target - origin;\n    const undampedAngularFreq = millisecondsToSeconds(Math.sqrt(stiffness / mass));\n    /**\n     * If we're working on a granular scale, use smaller defaults for determining\n     * when the spring is finished.\n     *\n     * These defaults have been selected emprically based on what strikes a good\n     * ratio between feeling good and finishing as soon as changes are imperceptible.\n     */\n    const isGranularScale = Math.abs(initialDelta) < 5;\n    restSpeed || (restSpeed = isGranularScale ? 0.01 : 2);\n    restDelta || (restDelta = isGranularScale ? 0.005 : 0.5);\n    let resolveSpring;\n    if (dampingRatio < 1) {\n        const angularFreq = calcAngularFreq(undampedAngularFreq, dampingRatio);\n        // Underdamped spring\n        resolveSpring = (t) => {\n            const envelope = Math.exp(-dampingRatio * undampedAngularFreq * t);\n            return (target -\n                envelope *\n                    (((initialVelocity +\n                        dampingRatio * undampedAngularFreq * initialDelta) /\n                        angularFreq) *\n                        Math.sin(angularFreq * t) +\n                        initialDelta * Math.cos(angularFreq * t)));\n        };\n    }\n    else if (dampingRatio === 1) {\n        // Critically damped spring\n        resolveSpring = (t) => target -\n            Math.exp(-undampedAngularFreq * t) *\n                (initialDelta +\n                    (initialVelocity + undampedAngularFreq * initialDelta) * t);\n    }\n    else {\n        // Overdamped spring\n        const dampedAngularFreq = undampedAngularFreq * Math.sqrt(dampingRatio * dampingRatio - 1);\n        resolveSpring = (t) => {\n            const envelope = Math.exp(-dampingRatio * undampedAngularFreq * t);\n            // When performing sinh or cosh values can hit Infinity so we cap them here\n            const freqForT = Math.min(dampedAngularFreq * t, 300);\n            return (target -\n                (envelope *\n                    ((initialVelocity +\n                        dampingRatio * undampedAngularFreq * initialDelta) *\n                        Math.sinh(freqForT) +\n                        dampedAngularFreq *\n                            initialDelta *\n                            Math.cosh(freqForT))) /\n                    dampedAngularFreq);\n        };\n    }\n    return {\n        calculatedDuration: isResolvedFromDuration ? duration || null : null,\n        next: (t) => {\n            const current = resolveSpring(t);\n            if (!isResolvedFromDuration) {\n                let currentVelocity = initialVelocity;\n                if (t !== 0) {\n                    /**\n                     * We only need to calculate velocity for under-damped springs\n                     * as over- and critically-damped springs can't overshoot, so\n                     * checking only for displacement is enough.\n                     */\n                    if (dampingRatio < 1) {\n                        currentVelocity = calcGeneratorVelocity(resolveSpring, t, current);\n                    }\n                    else {\n                        currentVelocity = 0;\n                    }\n                }\n                const isBelowVelocityThreshold = Math.abs(currentVelocity) <= restSpeed;\n                const isBelowDisplacementThreshold = Math.abs(target - current) <= restDelta;\n                state.done =\n                    isBelowVelocityThreshold && isBelowDisplacementThreshold;\n            }\n            else {\n                state.done = t >= duration;\n            }\n            state.value = state.done ? target : current;\n            return state;\n        },\n    };\n}\n\nexport { spring };\n","import { spring } from './spring/index.mjs';\nimport { calcGeneratorVelocity } from './utils/velocity.mjs';\n\nfunction inertia({ keyframes, velocity = 0.0, power = 0.8, timeConstant = 325, bounceDamping = 10, bounceStiffness = 500, modifyTarget, min, max, restDelta = 0.5, restSpeed, }) {\n    const origin = keyframes[0];\n    const state = {\n        done: false,\n        value: origin,\n    };\n    const isOutOfBounds = (v) => (min !== undefined && v < min) || (max !== undefined && v > max);\n    const nearestBoundary = (v) => {\n        if (min === undefined)\n            return max;\n        if (max === undefined)\n            return min;\n        return Math.abs(min - v) < Math.abs(max - v) ? min : max;\n    };\n    let amplitude = power * velocity;\n    const ideal = origin + amplitude;\n    const target = modifyTarget === undefined ? ideal : modifyTarget(ideal);\n    /**\n     * If the target has changed we need to re-calculate the amplitude, otherwise\n     * the animation will start from the wrong position.\n     */\n    if (target !== ideal)\n        amplitude = target - origin;\n    const calcDelta = (t) => -amplitude * Math.exp(-t / timeConstant);\n    const calcLatest = (t) => target + calcDelta(t);\n    const applyFriction = (t) => {\n        const delta = calcDelta(t);\n        const latest = calcLatest(t);\n        state.done = Math.abs(delta) <= restDelta;\n        state.value = state.done ? target : latest;\n    };\n    /**\n     * Ideally this would resolve for t in a stateless way, we could\n     * do that by always precalculating the animation but as we know\n     * this will be done anyway we can assume that spring will\n     * be discovered during that.\n     */\n    let timeReachedBoundary;\n    let spring$1;\n    const checkCatchBoundary = (t) => {\n        if (!isOutOfBounds(state.value))\n            return;\n        timeReachedBoundary = t;\n        spring$1 = spring({\n            keyframes: [state.value, nearestBoundary(state.value)],\n            velocity: calcGeneratorVelocity(calcLatest, t, state.value),\n            damping: bounceDamping,\n            stiffness: bounceStiffness,\n            restDelta,\n            restSpeed,\n        });\n    };\n    checkCatchBoundary(0);\n    return {\n        calculatedDuration: null,\n        next: (t) => {\n            /**\n             * We need to resolve the friction to figure out if we need a\n             * spring but we don't want to do this twice per frame. So here\n             * we flag if we updated for this frame and later if we did\n             * we can skip doing it again.\n             */\n            let hasUpdatedFrame = false;\n            if (!spring$1 && timeReachedBoundary === undefined) {\n                hasUpdatedFrame = true;\n                applyFriction(t);\n                checkCatchBoundary(t);\n            }\n            /**\n             * If we have a spring and the provided t is beyond the moment the friction\n             * animation crossed the min/max boundary, use the spring.\n             */\n            if (timeReachedBoundary !== undefined && t > timeReachedBoundary) {\n                return spring$1.next(t - timeReachedBoundary);\n            }\n            else {\n                !hasUpdatedFrame && applyFriction(t);\n                return state;\n            }\n        },\n    };\n}\n\nexport { inertia };\n","import { frame, cancelFrame, frameData } from '../../../frameloop/frame.mjs';\n\nconst frameloopDriver = (update) => {\n    const passTimestamp = ({ timestamp }) => update(timestamp);\n    return {\n        start: () => frame.update(passTimestamp, true),\n        stop: () => cancelFrame(passTimestamp),\n        /**\n         * If we're processing this frame we can use the\n         * framelocked timestamp to keep things in sync.\n         */\n        now: () => frameData.isProcessing ? frameData.timestamp : performance.now(),\n    };\n};\n\nexport { frameloopDriver };\n","/**\n * Implement a practical max duration for keyframe generation\n * to prevent infinite loops\n */\nconst maxGeneratorDuration = 20000;\nfunction calcGeneratorDuration(generator) {\n    let duration = 0;\n    const timeStep = 50;\n    let state = generator.next(duration);\n    while (!state.done && duration < maxGeneratorDuration) {\n        duration += timeStep;\n        state = generator.next(duration);\n    }\n    return duration >= maxGeneratorDuration ? Infinity : duration;\n}\n\nexport { calcGeneratorDuration, maxGeneratorDuration };\n","import { keyframes } from '../../generators/keyframes.mjs';\nimport { spring } from '../../generators/spring/index.mjs';\nimport { inertia } from '../../generators/inertia.mjs';\nimport { frameloopDriver } from './driver-frameloop.mjs';\nimport { interpolate } from '../../../utils/interpolate.mjs';\nimport { clamp } from '../../../utils/clamp.mjs';\nimport { millisecondsToSeconds, secondsToMilliseconds } from '../../../utils/time-conversion.mjs';\nimport { calcGeneratorDuration } from '../../generators/utils/calc-duration.mjs';\n\nconst types = {\n    decay: inertia,\n    inertia,\n    tween: keyframes,\n    keyframes: keyframes,\n    spring,\n};\n/**\n * Animate a single value on the main thread.\n *\n * This function is written, where functionality overlaps,\n * to be largely spec-compliant with WAAPI to allow fungibility\n * between the two.\n */\nfunction animateValue({ autoplay = true, delay = 0, driver = frameloopDriver, keyframes: keyframes$1, type = \"keyframes\", repeat = 0, repeatDelay = 0, repeatType = \"loop\", onPlay, onStop, onComplete, onUpdate, ...options }) {\n    let speed = 1;\n    let hasStopped = false;\n    let resolveFinishedPromise;\n    let currentFinishedPromise;\n    /**\n     * Resolve the current Promise every time we enter the\n     * finished state. This is WAAPI-compatible behaviour.\n     */\n    const updateFinishedPromise = () => {\n        currentFinishedPromise = new Promise((resolve) => {\n            resolveFinishedPromise = resolve;\n        });\n    };\n    // Create the first finished promise\n    updateFinishedPromise();\n    let animationDriver;\n    const generatorFactory = types[type] || keyframes;\n    /**\n     * If this isn't the keyframes generator and we've been provided\n     * strings as keyframes, we need to interpolate these.\n     * TODO: Support velocity for units and complex value types/\n     */\n    let mapNumbersToKeyframes;\n    if (generatorFactory !== keyframes &&\n        typeof keyframes$1[0] !== \"number\") {\n        mapNumbersToKeyframes = interpolate([0, 100], keyframes$1, {\n            clamp: false,\n        });\n        keyframes$1 = [0, 100];\n    }\n    const generator = generatorFactory({ ...options, keyframes: keyframes$1 });\n    let mirroredGenerator;\n    if (repeatType === \"mirror\") {\n        mirroredGenerator = generatorFactory({\n            ...options,\n            keyframes: [...keyframes$1].reverse(),\n            velocity: -(options.velocity || 0),\n        });\n    }\n    let playState = \"idle\";\n    let holdTime = null;\n    let startTime = null;\n    let cancelTime = null;\n    /**\n     * If duration is undefined and we have repeat options,\n     * we need to calculate a duration from the generator.\n     *\n     * We set it to the generator itself to cache the duration.\n     * Any timeline resolver will need to have already precalculated\n     * the duration by this step.\n     */\n    if (generator.calculatedDuration === null && repeat) {\n        generator.calculatedDuration = calcGeneratorDuration(generator);\n    }\n    const { calculatedDuration } = generator;\n    let resolvedDuration = Infinity;\n    let totalDuration = Infinity;\n    if (calculatedDuration !== null) {\n        resolvedDuration = calculatedDuration + repeatDelay;\n        totalDuration = resolvedDuration * (repeat + 1) - repeatDelay;\n    }\n    let currentTime = 0;\n    const tick = (timestamp) => {\n        if (startTime === null)\n            return;\n        /**\n         * requestAnimationFrame timestamps can come through as lower than\n         * the startTime as set by performance.now(). Here we prevent this,\n         * though in the future it could be possible to make setting startTime\n         * a pending operation that gets resolved here.\n         */\n        if (speed > 0)\n            startTime = Math.min(startTime, timestamp);\n        if (speed < 0)\n            startTime = Math.min(timestamp - totalDuration / speed, startTime);\n        if (holdTime !== null) {\n            currentTime = holdTime;\n        }\n        else {\n            // Rounding the time because floating point arithmetic is not always accurate, e.g. 3000.367 - 1000.367 =\n            // 2000.0000000000002. This is a problem when we are comparing the currentTime with the duration, for\n            // example.\n            currentTime = Math.round(timestamp - startTime) * speed;\n        }\n        // Rebase on delay\n        const timeWithoutDelay = currentTime - delay * (speed >= 0 ? 1 : -1);\n        const isInDelayPhase = speed >= 0 ? timeWithoutDelay < 0 : timeWithoutDelay > totalDuration;\n        currentTime = Math.max(timeWithoutDelay, 0);\n        /**\n         * If this animation has finished, set the current time\n         * to the total duration.\n         */\n        if (playState === \"finished\" && holdTime === null) {\n            currentTime = totalDuration;\n        }\n        let elapsed = currentTime;\n        let frameGenerator = generator;\n        if (repeat) {\n            /**\n             * Get the current progress (0-1) of the animation. If t is >\n             * than duration we'll get values like 2.5 (midway through the\n             * third iteration)\n             */\n            const progress = currentTime / resolvedDuration;\n            /**\n             * Get the current iteration (0 indexed). For instance the floor of\n             * 2.5 is 2.\n             */\n            let currentIteration = Math.floor(progress);\n            /**\n             * Get the current progress of the iteration by taking the remainder\n             * so 2.5 is 0.5 through iteration 2\n             */\n            let iterationProgress = progress % 1.0;\n            /**\n             * If iteration progress is 1 we count that as the end\n             * of the previous iteration.\n             */\n            if (!iterationProgress && progress >= 1) {\n                iterationProgress = 1;\n            }\n            iterationProgress === 1 && currentIteration--;\n            currentIteration = Math.min(currentIteration, repeat + 1);\n            /**\n             * Reverse progress if we're not running in \"normal\" direction\n             */\n            const iterationIsOdd = Boolean(currentIteration % 2);\n            if (iterationIsOdd) {\n                if (repeatType === \"reverse\") {\n                    iterationProgress = 1 - iterationProgress;\n                    if (repeatDelay) {\n                        iterationProgress -= repeatDelay / resolvedDuration;\n                    }\n                }\n                else if (repeatType === \"mirror\") {\n                    frameGenerator = mirroredGenerator;\n                }\n            }\n            let p = clamp(0, 1, iterationProgress);\n            if (currentTime > totalDuration) {\n                p = repeatType === \"reverse\" && iterationIsOdd ? 1 : 0;\n            }\n            elapsed = p * resolvedDuration;\n        }\n        /**\n         * If we're in negative time, set state as the initial keyframe.\n         * This prevents delay: x, duration: 0 animations from finishing\n         * instantly.\n         */\n        const state = isInDelayPhase\n            ? { done: false, value: keyframes$1[0] }\n            : frameGenerator.next(elapsed);\n        if (mapNumbersToKeyframes) {\n            state.value = mapNumbersToKeyframes(state.value);\n        }\n        let { done } = state;\n        if (!isInDelayPhase && calculatedDuration !== null) {\n            done = speed >= 0 ? currentTime >= totalDuration : currentTime <= 0;\n        }\n        const isAnimationFinished = holdTime === null &&\n            (playState === \"finished\" || (playState === \"running\" && done));\n        if (onUpdate) {\n            onUpdate(state.value);\n        }\n        if (isAnimationFinished) {\n            finish();\n        }\n        return state;\n    };\n    const stopAnimationDriver = () => {\n        animationDriver && animationDriver.stop();\n        animationDriver = undefined;\n    };\n    const cancel = () => {\n        playState = \"idle\";\n        stopAnimationDriver();\n        resolveFinishedPromise();\n        updateFinishedPromise();\n        startTime = cancelTime = null;\n    };\n    const finish = () => {\n        playState = \"finished\";\n        onComplete && onComplete();\n        stopAnimationDriver();\n        resolveFinishedPromise();\n    };\n    const play = () => {\n        if (hasStopped)\n            return;\n        if (!animationDriver)\n            animationDriver = driver(tick);\n        const now = animationDriver.now();\n        onPlay && onPlay();\n        if (holdTime !== null) {\n            startTime = now - holdTime;\n        }\n        else if (!startTime || playState === \"finished\") {\n            startTime = now;\n        }\n        if (playState === \"finished\") {\n            updateFinishedPromise();\n        }\n        cancelTime = startTime;\n        holdTime = null;\n        /**\n         * Set playState to running only after we've used it in\n         * the previous logic.\n         */\n        playState = \"running\";\n        animationDriver.start();\n    };\n    if (autoplay) {\n        play();\n    }\n    const controls = {\n        then(resolve, reject) {\n            return currentFinishedPromise.then(resolve, reject);\n        },\n        get time() {\n            return millisecondsToSeconds(currentTime);\n        },\n        set time(newTime) {\n            newTime = secondsToMilliseconds(newTime);\n            currentTime = newTime;\n            if (holdTime !== null || !animationDriver || speed === 0) {\n                holdTime = newTime;\n            }\n            else {\n                startTime = animationDriver.now() - newTime / speed;\n            }\n        },\n        get duration() {\n            const duration = generator.calculatedDuration === null\n                ? calcGeneratorDuration(generator)\n                : generator.calculatedDuration;\n            return millisecondsToSeconds(duration);\n        },\n        get speed() {\n            return speed;\n        },\n        set speed(newSpeed) {\n            if (newSpeed === speed || !animationDriver)\n                return;\n            speed = newSpeed;\n            controls.time = millisecondsToSeconds(currentTime);\n        },\n        get state() {\n            return playState;\n        },\n        play,\n        pause: () => {\n            playState = \"paused\";\n            holdTime = currentTime;\n        },\n        stop: () => {\n            hasStopped = true;\n            if (playState === \"idle\")\n                return;\n            playState = \"idle\";\n            onStop && onStop();\n            cancel();\n        },\n        cancel: () => {\n            if (cancelTime !== null)\n                tick(cancelTime);\n            cancel();\n        },\n        complete: () => {\n            playState = \"finished\";\n        },\n        sample: (elapsed) => {\n            startTime = 0;\n            return tick(elapsed);\n        },\n    };\n    return controls;\n}\n\nexport { animateValue };\n","import { animateStyle } from './index.mjs';\nimport { isWaapiSupportedEasing } from './easing.mjs';\nimport { getFinalKeyframe } from './utils/get-final-keyframe.mjs';\nimport { animateValue } from '../js/index.mjs';\nimport { millisecondsToSeconds, secondsToMilliseconds } from '../../../utils/time-conversion.mjs';\nimport { memo } from '../../../utils/memo.mjs';\nimport { cancelFrame, frame } from '../../../frameloop/frame.mjs';\n\nconst supportsWaapi = memo(() => Object.hasOwnProperty.call(Element.prototype, \"animate\"));\n/**\n * A list of values that can be hardware-accelerated.\n */\nconst acceleratedValues = new Set([\n    \"opacity\",\n    \"clipPath\",\n    \"filter\",\n    \"transform\",\n    \"backgroundColor\",\n]);\n/**\n * 10ms is chosen here as it strikes a balance between smooth\n * results (more than one keyframe per frame at 60fps) and\n * keyframe quantity.\n */\nconst sampleDelta = 10; //ms\n/**\n * Implement a practical max duration for keyframe generation\n * to prevent infinite loops\n */\nconst maxDuration = 20000;\nconst requiresPregeneratedKeyframes = (valueName, options) => options.type === \"spring\" ||\n    valueName === \"backgroundColor\" ||\n    !isWaapiSupportedEasing(options.ease);\nfunction createAcceleratedAnimation(value, valueName, { onUpdate, onComplete, ...options }) {\n    const canAccelerateAnimation = supportsWaapi() &&\n        acceleratedValues.has(valueName) &&\n        !options.repeatDelay &&\n        options.repeatType !== \"mirror\" &&\n        options.damping !== 0 &&\n        options.type !== \"inertia\";\n    if (!canAccelerateAnimation)\n        return false;\n    /**\n     * TODO: Unify with js/index\n     */\n    let hasStopped = false;\n    let resolveFinishedPromise;\n    let currentFinishedPromise;\n    /**\n     * Resolve the current Promise every time we enter the\n     * finished state. This is WAAPI-compatible behaviour.\n     */\n    const updateFinishedPromise = () => {\n        currentFinishedPromise = new Promise((resolve) => {\n            resolveFinishedPromise = resolve;\n        });\n    };\n    // Create the first finished promise\n    updateFinishedPromise();\n    let { keyframes, duration = 300, ease, times } = options;\n    /**\n     * If this animation needs pre-generated keyframes then generate.\n     */\n    if (requiresPregeneratedKeyframes(valueName, options)) {\n        const sampleAnimation = animateValue({\n            ...options,\n            repeat: 0,\n            delay: 0,\n        });\n        let state = { done: false, value: keyframes[0] };\n        const pregeneratedKeyframes = [];\n        /**\n         * Bail after 20 seconds of pre-generated keyframes as it's likely\n         * we're heading for an infinite loop.\n         */\n        let t = 0;\n        while (!state.done && t < maxDuration) {\n            state = sampleAnimation.sample(t);\n            pregeneratedKeyframes.push(state.value);\n            t += sampleDelta;\n        }\n        times = undefined;\n        keyframes = pregeneratedKeyframes;\n        duration = t - sampleDelta;\n        ease = \"linear\";\n    }\n    const animation = animateStyle(value.owner.current, valueName, keyframes, {\n        ...options,\n        duration,\n        /**\n         * This function is currently not called if ease is provided\n         * as a function so the cast is safe.\n         *\n         * However it would be possible for a future refinement to port\n         * in easing pregeneration from Motion One for browsers that\n         * support the upcoming `linear()` easing function.\n         */\n        ease: ease,\n        times,\n    });\n    const cancelAnimation = () => animation.cancel();\n    const safeCancel = () => {\n        frame.update(cancelAnimation);\n        resolveFinishedPromise();\n        updateFinishedPromise();\n    };\n    /**\n     * Prefer the `onfinish` prop as it's more widely supported than\n     * the `finished` promise.\n     *\n     * Here, we synchronously set the provided MotionValue to the end\n     * keyframe. If we didn't, when the WAAPI animation is finished it would\n     * be removed from the element which would then revert to its old styles.\n     */\n    animation.onfinish = () => {\n        value.set(getFinalKeyframe(keyframes, options));\n        onComplete && onComplete();\n        safeCancel();\n    };\n    /**\n     * Animation interrupt callback.\n     */\n    return {\n        then(resolve, reject) {\n            return currentFinishedPromise.then(resolve, reject);\n        },\n        get timeline() {\n            return animation.timeline;\n        },\n        set timeline(timeline) {\n            animation.timeline = timeline;\n            animation.onfinish = null;\n        },\n        get time() {\n            return millisecondsToSeconds(animation.currentTime || 0);\n        },\n        set time(newTime) {\n            animation.currentTime = secondsToMilliseconds(newTime);\n        },\n        get speed() {\n            return animation.playbackRate;\n        },\n        set speed(newSpeed) {\n            animation.playbackRate = newSpeed;\n        },\n        get duration() {\n            return millisecondsToSeconds(duration);\n        },\n        play: () => {\n            if (hasStopped)\n                return;\n            animation.play();\n            /**\n             * Cancel any pending cancel tasks\n             */\n            cancelFrame(cancelAnimation);\n        },\n        pause: () => animation.pause(),\n        stop: () => {\n            hasStopped = true;\n            if (animation.playState === \"idle\")\n                return;\n            /**\n             * WAAPI doesn't natively have any interruption capabilities.\n             *\n             * Rather than read commited styles back out of the DOM, we can\n             * create a renderless JS animation and sample it twice to calculate\n             * its current value, \"previous\" value, and therefore allow\n             * Motion to calculate velocity for any subsequent animation.\n             */\n            const { currentTime } = animation;\n            if (currentTime) {\n                const sampleAnimation = animateValue({\n                    ...options,\n                    autoplay: false,\n                });\n                value.setWithVelocity(sampleAnimation.sample(currentTime - sampleDelta).value, sampleAnimation.sample(currentTime).value, sampleDelta);\n            }\n            safeCancel();\n        },\n        complete: () => animation.finish(),\n        cancel: safeCancel,\n    };\n}\n\nexport { createAcceleratedAnimation };\n","function memo(callback) {\n    let result;\n    return () => {\n        if (result === undefined)\n            result = callback();\n        return result;\n    };\n}\n\nexport { memo };\n","import { mapEasingToNativeEasing } from './easing.mjs';\n\nfunction animateStyle(element, valueName, keyframes, { delay = 0, duration, repeat = 0, repeatType = \"loop\", ease, times, } = {}) {\n    const keyframeOptions = { [valueName]: keyframes };\n    if (times)\n        keyframeOptions.offset = times;\n    const easing = mapEasingToNativeEasing(ease);\n    /**\n     * If this is an easing array, apply to keyframes, not animation as a whole\n     */\n    if (Array.isArray(easing))\n        keyframeOptions.easing = easing;\n    return element.animate(keyframeOptions, {\n        delay,\n        duration,\n        easing: !Array.isArray(easing) ? easing : \"linear\",\n        fill: \"both\",\n        iterations: repeat + 1,\n        direction: repeatType === \"reverse\" ? \"alternate\" : \"normal\",\n    });\n}\n\nexport { animateStyle };\n","function getFinalKeyframe(keyframes, { repeat, repeatType = \"loop\" }) {\n    const index = repeat && repeatType !== \"loop\" && repeat % 2 === 1\n        ? 0\n        : keyframes.length - 1;\n    return keyframes[index];\n}\n\nexport { getFinalKeyframe };\n","import { transformProps } from '../../render/html/utils/transform.mjs';\n\nconst underDampedSpring = {\n    type: \"spring\",\n    stiffness: 500,\n    damping: 25,\n    restSpeed: 10,\n};\nconst criticallyDampedSpring = (target) => ({\n    type: \"spring\",\n    stiffness: 550,\n    damping: target === 0 ? 2 * Math.sqrt(550) : 30,\n    restSpeed: 10,\n});\nconst keyframesTransition = {\n    type: \"keyframes\",\n    duration: 0.8,\n};\n/**\n * Default easing curve is a slightly shallower version of\n * the default browser easing curve.\n */\nconst ease = {\n    type: \"keyframes\",\n    ease: [0.25, 0.1, 0.35, 1],\n    duration: 0.3,\n};\nconst getDefaultTransition = (valueKey, { keyframes }) => {\n    if (keyframes.length > 2) {\n        return keyframesTransition;\n    }\n    else if (transformProps.has(valueKey)) {\n        return valueKey.startsWith(\"scale\")\n            ? criticallyDampedSpring(keyframes[1])\n            : underDampedSpring;\n    }\n    return ease;\n};\n\nexport { getDefaultTransition };\n","import { complex } from '../../value/types/complex/index.mjs';\n\n/**\n * Check if a value is animatable. Examples:\n *\n * ✅: 100, \"100px\", \"#fff\"\n * ❌: \"block\", \"url(2.jpg)\"\n * @param value\n *\n * @internal\n */\nconst isAnimatable = (key, value) => {\n    // If the list of keys tat might be non-animatable grows, replace with Set\n    if (key === \"zIndex\")\n        return false;\n    // If it's a number or a keyframes array, we can animate it. We might at some point\n    // need to do a deep isAnimatable check of keyframes, or let Popmotion handle this,\n    // but for now lets leave it like this for performance reasons\n    if (typeof value === \"number\" || Array.isArray(value))\n        return true;\n    if (typeof value === \"string\" && // It's animatable if we have a string\n        (complex.test(value) || value === \"0\") && // And it contains numbers and/or colors\n        !value.startsWith(\"url(\") // Unless it starts with \"url(\"\n    ) {\n        return true;\n    }\n    return false;\n};\n\nexport { isAnimatable };\n","import { isZeroValueString } from '../../utils/is-zero-value-string.mjs';\n\nfunction isNone(value) {\n    if (typeof value === \"number\") {\n        return value === 0;\n    }\n    else if (value !== null) {\n        return value === \"none\" || value === \"0\" || isZeroValueString(value);\n    }\n}\n\nexport { isNone };\n","import { warning } from '../../utils/errors.mjs';\nimport { secondsToMilliseconds } from '../../utils/time-conversion.mjs';\nimport { instantAnimationState } from '../../utils/use-instant-transition-state.mjs';\nimport { createAcceleratedAnimation } from '../animators/waapi/create-accelerated-animation.mjs';\nimport { createInstantAnimation } from '../animators/instant.mjs';\nimport { getDefaultTransition } from '../utils/default-transitions.mjs';\nimport { isAnimatable } from '../utils/is-animatable.mjs';\nimport { getKeyframes } from '../utils/keyframes.mjs';\nimport { getValueTransition, isTransitionDefined } from '../utils/transitions.mjs';\nimport { animateValue } from '../animators/js/index.mjs';\n\nconst animateMotionValue = (valueName, value, target, transition = {}) => {\n    return (onComplete) => {\n        const valueTransition = getValueTransition(transition, valueName) || {};\n        /**\n         * Most transition values are currently completely overwritten by value-specific\n         * transitions. In the future it'd be nicer to blend these transitions. But for now\n         * delay actually does inherit from the root transition if not value-specific.\n         */\n        const delay = valueTransition.delay || transition.delay || 0;\n        /**\n         * Elapsed isn't a public transition option but can be passed through from\n         * optimized appear effects in milliseconds.\n         */\n        let { elapsed = 0 } = transition;\n        elapsed = elapsed - secondsToMilliseconds(delay);\n        const keyframes = getKeyframes(value, valueName, target, valueTransition);\n        /**\n         * Check if we're able to animate between the start and end keyframes,\n         * and throw a warning if we're attempting to animate between one that's\n         * animatable and another that isn't.\n         */\n        const originKeyframe = keyframes[0];\n        const targetKeyframe = keyframes[keyframes.length - 1];\n        const isOriginAnimatable = isAnimatable(valueName, originKeyframe);\n        const isTargetAnimatable = isAnimatable(valueName, targetKeyframe);\n        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.`);\n        let options = {\n            keyframes,\n            velocity: value.getVelocity(),\n            ease: \"easeOut\",\n            ...valueTransition,\n            delay: -elapsed,\n            onUpdate: (v) => {\n                value.set(v);\n                valueTransition.onUpdate && valueTransition.onUpdate(v);\n            },\n            onComplete: () => {\n                onComplete();\n                valueTransition.onComplete && valueTransition.onComplete();\n            },\n        };\n        /**\n         * If there's no transition defined for this value, we can generate\n         * unqiue transition settings for this value.\n         */\n        if (!isTransitionDefined(valueTransition)) {\n            options = {\n                ...options,\n                ...getDefaultTransition(valueName, options),\n            };\n        }\n        /**\n         * Both WAAPI and our internal animation functions use durations\n         * as defined by milliseconds, while our external API defines them\n         * as seconds.\n         */\n        if (options.duration) {\n            options.duration = secondsToMilliseconds(options.duration);\n        }\n        if (options.repeatDelay) {\n            options.repeatDelay = secondsToMilliseconds(options.repeatDelay);\n        }\n        if (!isOriginAnimatable ||\n            !isTargetAnimatable ||\n            instantAnimationState.current ||\n            valueTransition.type === false) {\n            /**\n             * If we can't animate this value, or the global instant animation flag is set,\n             * or this is simply defined as an instant transition, return an instant transition.\n             */\n            return createInstantAnimation(instantAnimationState.current\n                ? { ...options, delay: 0 }\n                : options);\n        }\n        /**\n         * Animate via WAAPI if possible.\n         */\n        if (value.owner &&\n            value.owner.current instanceof HTMLElement &&\n            !value.owner.getProps().onUpdate) {\n            const acceleratedAnimation = createAcceleratedAnimation(value, valueName, options);\n            if (acceleratedAnimation)\n                return acceleratedAnimation;\n        }\n        /**\n         * If we didn't create an accelerated animation, create a JS animation\n         */\n        return animateValue(options);\n    };\n};\n\nexport { animateMotionValue };\n","import { getAnimatableNone } from '../../render/dom/value-types/animatable-none.mjs';\nimport { isAnimatable } from './is-animatable.mjs';\nimport { isNone } from './is-none.mjs';\n\nfunction getKeyframes(value, valueName, target, transition) {\n    const isTargetAnimatable = isAnimatable(valueName, target);\n    let keyframes;\n    if (Array.isArray(target)) {\n        keyframes = [...target];\n    }\n    else {\n        keyframes = [null, target];\n    }\n    const defaultOrigin = transition.from !== undefined ? transition.from : value.get();\n    let animatableTemplateValue = undefined;\n    const noneKeyframeIndexes = [];\n    for (let i = 0; i < keyframes.length; i++) {\n        /**\n         * Fill null/wildcard keyframes\n         */\n        if (keyframes[i] === null) {\n            keyframes[i] = i === 0 ? defaultOrigin : keyframes[i - 1];\n        }\n        if (isNone(keyframes[i])) {\n            noneKeyframeIndexes.push(i);\n        }\n        // TODO: Clean this conditional, it works for now\n        if (typeof keyframes[i] === \"string\" &&\n            keyframes[i] !== \"none\" &&\n            keyframes[i] !== \"0\") {\n            animatableTemplateValue = keyframes[i];\n        }\n    }\n    if (isTargetAnimatable &&\n        noneKeyframeIndexes.length &&\n        animatableTemplateValue) {\n        for (let i = 0; i < noneKeyframeIndexes.length; i++) {\n            const index = noneKeyframeIndexes[i];\n            keyframes[index] = getAnimatableNone(valueName, animatableTemplateValue);\n        }\n    }\n    return keyframes;\n}\n\nexport { getKeyframes };\n","import { animateValue } from './js/index.mjs';\nimport { noop } from '../../utils/noop.mjs';\n\nfunction createInstantAnimation({ keyframes, delay, onUpdate, onComplete, }) {\n    const setValue = () => {\n        onUpdate && onUpdate(keyframes[keyframes.length - 1]);\n        onComplete && onComplete();\n        /**\n         * TODO: As this API grows it could make sense to always return\n         * animateValue. This will be a bigger project as animateValue\n         * is frame-locked whereas this function resolves instantly.\n         * This is a behavioural change and also has ramifications regarding\n         * assumptions within tests.\n         */\n        return {\n            time: 0,\n            speed: 1,\n            duration: 0,\n            play: (noop),\n            pause: (noop),\n            stop: (noop),\n            then: (resolve) => {\n                resolve();\n                return Promise.resolve();\n            },\n            cancel: (noop),\n            complete: (noop),\n        };\n    };\n    return delay\n        ? animateValue({\n            keyframes: [0, 1],\n            duration: 0,\n            delay,\n            onComplete: setValue,\n        })\n        : setValue();\n}\n\nexport { createInstantAnimation };\n","function isAnimationControls(v) {\n    return typeof v === \"object\" && typeof v.start === \"function\";\n}\n\nexport { isAnimationControls };\n","const isKeyframesTarget = (v) => {\n    return Array.isArray(v);\n};\n\nexport { isKeyframesTarget };\n","/**\n * Decide whether a transition is defined on a given Transition.\n * This filters out orchestration options and returns true\n * if any options are left.\n */\nfunction isTransitionDefined({ when, delay: _delay, delayChildren, staggerChildren, staggerDirection, repeat, repeatType, repeatDelay, from, elapsed, ...transition }) {\n    return !!Object.keys(transition).length;\n}\nfunction getValueTransition(transition, key) {\n    return transition[key] || transition[\"default\"] || transition;\n}\n\nexport { getValueTransition, isTransitionDefined };\n","import { createContext } from 'react';\n\nconst LayoutGroupContext = createContext({});\n\nexport { LayoutGroupContext };\n","import { createContext } from 'react';\n\n/**\n * @public\n */\nconst PresenceContext = createContext(null);\n\nexport { PresenceContext };\n","import { createContext } from 'react';\n\n/**\n * Internal, exported only for usage in Framer\n */\nconst SwitchLayoutGroupContext = createContext({});\n\nexport { SwitchLayoutGroupContext };\n","import { mirrorEasing } from './modifiers/mirror.mjs';\nimport { reverseEasing } from './modifiers/reverse.mjs';\n\nconst circIn = (p) => 1 - Math.sin(Math.acos(p));\nconst circOut = reverseEasing(circIn);\nconst circInOut = mirrorEasing(circOut);\n\nexport { circIn, circInOut, circOut };\n","// Accepts an easing function and returns a new one that outputs mirrored values for\n// the second half of the animation. Turns easeIn into easeInOut.\nconst mirrorEasing = (easing) => (p) => p <= 0.5 ? easing(2 * p) / 2 : (2 - easing(2 * (1 - p))) / 2;\n\nexport { mirrorEasing };\n","// Accepts an easing function and returns a new one that outputs reversed values.\n// Turns easeIn into easeOut.\nconst reverseEasing = (easing) => (p) => 1 - easing(1 - p);\n\nexport { reverseEasing };\n","function addDomEvent(target, eventName, handler, options = { passive: true }) {\n    target.addEventListener(eventName, handler, options);\n    return () => target.removeEventListener(eventName, handler);\n}\n\nexport { addDomEvent };\n","import { addDomEvent } from './add-dom-event.mjs';\nimport { addPointerInfo } from './event-info.mjs';\n\nfunction addPointerEvent(target, eventName, handler, options) {\n    return addDomEvent(target, eventName, addPointerInfo(handler), options);\n}\n\nexport { addPointerEvent };\n","import { isPrimaryPointer } from './utils/is-primary-pointer.mjs';\n\nfunction extractEventInfo(event, pointType = \"page\") {\n    return {\n        point: {\n            x: event[pointType + \"X\"],\n            y: event[pointType + \"Y\"],\n        },\n    };\n}\nconst addPointerInfo = (handler) => {\n    return (event) => isPrimaryPointer(event) && handler(event, extractEventInfo(event));\n};\n\nexport { addPointerInfo, extractEventInfo };\n","const isPrimaryPointer = (event) => {\n    if (event.pointerType === \"mouse\") {\n        return typeof event.button !== \"number\" || event.button <= 0;\n    }\n    else {\n        /**\n         * isPrimary is true for all mice buttons, whereas every touch point\n         * is regarded as its own input. So subsequent concurrent touch points\n         * will be false.\n         *\n         * Specifically match against false here as incomplete versions of\n         * PointerEvents in very old browser might have it set as undefined.\n         */\n        return event.isPrimary !== false;\n    }\n};\n\nexport { isPrimaryPointer };\n","import { createRenderStep } from './render-step.mjs';\n\nconst stepsOrder = [\n    \"prepare\",\n    \"read\",\n    \"update\",\n    \"preRender\",\n    \"render\",\n    \"postRender\",\n];\nconst maxElapsed = 40;\nfunction createRenderBatcher(scheduleNextBatch, allowKeepAlive) {\n    let runNextFrame = false;\n    let useDefaultElapsed = true;\n    const state = {\n        delta: 0,\n        timestamp: 0,\n        isProcessing: false,\n    };\n    const steps = stepsOrder.reduce((acc, key) => {\n        acc[key] = createRenderStep(() => (runNextFrame = true));\n        return acc;\n    }, {});\n    const processStep = (stepId) => steps[stepId].process(state);\n    const processBatch = (timestamp) => {\n        runNextFrame = false;\n        state.delta = useDefaultElapsed\n            ? 1000 / 60\n            : Math.max(Math.min(timestamp - state.timestamp, maxElapsed), 1);\n        state.timestamp = timestamp;\n        state.isProcessing = true;\n        stepsOrder.forEach(processStep);\n        state.isProcessing = false;\n        if (runNextFrame && allowKeepAlive) {\n            useDefaultElapsed = false;\n            scheduleNextBatch(processBatch);\n        }\n    };\n    const wake = () => {\n        runNextFrame = true;\n        useDefaultElapsed = true;\n        if (!state.isProcessing)\n            scheduleNextBatch(processBatch);\n    };\n    const schedule = stepsOrder.reduce((acc, key) => {\n        const step = steps[key];\n        acc[key] = (process, keepAlive = false, immediate = false) => {\n            if (!runNextFrame)\n                wake();\n            return step.schedule(process, keepAlive, immediate);\n        };\n        return acc;\n    }, {});\n    const cancel = (process) => stepsOrder.forEach((key) => steps[key].cancel(process));\n    return { schedule, cancel, state, steps };\n}\n\nexport { createRenderBatcher, stepsOrder };\n","import { noop } from '../utils/noop.mjs';\nimport { createRenderBatcher } from './batcher.mjs';\n\nconst { schedule: frame, cancel: cancelFrame, state: frameData, steps, } = createRenderBatcher(typeof requestAnimationFrame !== \"undefined\" ? requestAnimationFrame : noop, true);\n\nexport { cancelFrame, frame, frameData, steps };\n","function createRenderStep(runNextFrame) {\n    /**\n     * We create and reuse two arrays, one to queue jobs for the current frame\n     * and one for the next. We reuse to avoid triggering GC after x frames.\n     */\n    let toRun = [];\n    let toRunNextFrame = [];\n    /**\n     *\n     */\n    let numToRun = 0;\n    /**\n     * Track whether we're currently processing jobs in this step. This way\n     * we can decide whether to schedule new jobs for this frame or next.\n     */\n    let isProcessing = false;\n    let flushNextFrame = false;\n    /**\n     * A set of processes which were marked keepAlive when scheduled.\n     */\n    const toKeepAlive = new WeakSet();\n    const step = {\n        /**\n         * Schedule a process to run on the next frame.\n         */\n        schedule: (callback, keepAlive = false, immediate = false) => {\n            const addToCurrentFrame = immediate && isProcessing;\n            const buffer = addToCurrentFrame ? toRun : toRunNextFrame;\n            if (keepAlive)\n                toKeepAlive.add(callback);\n            // If the buffer doesn't already contain this callback, add it\n            if (buffer.indexOf(callback) === -1) {\n                buffer.push(callback);\n                // If we're adding it to the currently running buffer, update its measured size\n                if (addToCurrentFrame && isProcessing)\n                    numToRun = toRun.length;\n            }\n            return callback;\n        },\n        /**\n         * Cancel the provided callback from running on the next frame.\n         */\n        cancel: (callback) => {\n            const index = toRunNextFrame.indexOf(callback);\n            if (index !== -1)\n                toRunNextFrame.splice(index, 1);\n            toKeepAlive.delete(callback);\n        },\n        /**\n         * Execute all schedule callbacks.\n         */\n        process: (frameData) => {\n            /**\n             * If we're already processing we've probably been triggered by a flushSync\n             * inside an existing process. Instead of executing, mark flushNextFrame\n             * as true and ensure we flush the following frame at the end of this one.\n             */\n            if (isProcessing) {\n                flushNextFrame = true;\n                return;\n            }\n            isProcessing = true;\n            [toRun, toRunNextFrame] = [toRunNextFrame, toRun];\n            // Clear the next frame list\n            toRunNextFrame.length = 0;\n            // Execute this frame\n            numToRun = toRun.length;\n            if (numToRun) {\n                for (let i = 0; i < numToRun; i++) {\n                    const callback = toRun[i];\n                    callback(frameData);\n                    if (toKeepAlive.has(callback)) {\n                        step.schedule(callback);\n                        runNextFrame();\n                    }\n                }\n            }\n            isProcessing = false;\n            if (flushNextFrame) {\n                flushNextFrame = false;\n                step.process(frameData);\n            }\n        },\n    };\n    return step;\n}\n\nexport { createRenderStep };\n","function createLock(name) {\n    let lock = null;\n    return () => {\n        const openLock = () => {\n            lock = null;\n        };\n        if (lock === null) {\n            lock = name;\n            return openLock;\n        }\n        return false;\n    };\n}\nconst globalHorizontalLock = createLock(\"dragHorizontal\");\nconst globalVerticalLock = createLock(\"dragVertical\");\nfunction getGlobalLock(drag) {\n    let lock = false;\n    if (drag === \"y\") {\n        lock = globalVerticalLock();\n    }\n    else if (drag === \"x\") {\n        lock = globalHorizontalLock();\n    }\n    else {\n        const openHorizontal = globalHorizontalLock();\n        const openVertical = globalVerticalLock();\n        if (openHorizontal && openVertical) {\n            lock = () => {\n                openHorizontal();\n                openVertical();\n            };\n        }\n        else {\n            // Release the locks because we don't use them\n            if (openHorizontal)\n                openHorizontal();\n            if (openVertical)\n                openVertical();\n        }\n    }\n    return lock;\n}\nfunction isDragActive() {\n    // Check the gesture lock - if we get it, it means no drag gesture is active\n    // and we can safely fire the tap gesture.\n    const openGestureLock = getGlobalLock(true);\n    if (!openGestureLock)\n        return true;\n    openGestureLock();\n    return false;\n}\n\nexport { createLock, getGlobalLock, isDragActive };\n","class Feature {\n    constructor(node) {\n        this.isMounted = false;\n        this.node = node;\n    }\n    update() { }\n}\n\nexport { Feature };\n","function shallowCompare(next, prev) {\n    if (!Array.isArray(prev))\n        return false;\n    const prevLength = prev.length;\n    if (prevLength !== next.length)\n        return false;\n    for (let i = 0; i < prevLength; i++) {\n        if (prev[i] !== next[i])\n            return false;\n    }\n    return true;\n}\n\nexport { shallowCompare };\n","import { camelToDash } from '../../render/dom/utils/camel-to-dash.mjs';\n\nconst optimizedAppearDataId = \"framerAppearId\";\nconst optimizedAppearDataAttribute = \"data-\" + camelToDash(optimizedAppearDataId);\n\nexport { optimizedAppearDataAttribute, optimizedAppearDataId };\n","import { transformProps } from '../../render/html/utils/transform.mjs';\nimport { optimizedAppearDataAttribute } from '../optimized-appear/data-id.mjs';\nimport { animateMotionValue } from './motion-value.mjs';\nimport { isWillChangeMotionValue } from '../../value/use-will-change/is.mjs';\nimport { setTarget } from '../../render/utils/setters.mjs';\nimport { frame } from '../../frameloop/frame.mjs';\n\n/**\n * Decide whether we should block this animation. Previously, we achieved this\n * just by checking whether the key was listed in protectedKeys, but this\n * posed problems if an animation was triggered by afterChildren and protectedKeys\n * had been set to true in the meantime.\n */\nfunction shouldBlockAnimation({ protectedKeys, needsAnimating }, key) {\n    const shouldBlock = protectedKeys.hasOwnProperty(key) && needsAnimating[key] !== true;\n    needsAnimating[key] = false;\n    return shouldBlock;\n}\nfunction animateTarget(visualElement, definition, { delay = 0, transitionOverride, type } = {}) {\n    let { transition = visualElement.getDefaultTransition(), transitionEnd, ...target } = visualElement.makeTargetAnimatable(definition);\n    const willChange = visualElement.getValue(\"willChange\");\n    if (transitionOverride)\n        transition = transitionOverride;\n    const animations = [];\n    const animationTypeState = type &&\n        visualElement.animationState &&\n        visualElement.animationState.getState()[type];\n    for (const key in target) {\n        const value = visualElement.getValue(key);\n        const valueTarget = target[key];\n        if (!value ||\n            valueTarget === undefined ||\n            (animationTypeState &&\n                shouldBlockAnimation(animationTypeState, key))) {\n            continue;\n        }\n        const valueTransition = { delay, elapsed: 0, ...transition };\n        /**\n         * If this is the first time a value is being animated, check\n         * to see if we're handling off from an existing animation.\n         */\n        if (window.HandoffAppearAnimations && !value.hasAnimated) {\n            const appearId = visualElement.getProps()[optimizedAppearDataAttribute];\n            if (appearId) {\n                valueTransition.elapsed = window.HandoffAppearAnimations(appearId, key, value, frame);\n            }\n        }\n        value.start(animateMotionValue(key, value, valueTarget, visualElement.shouldReduceMotion && transformProps.has(key)\n            ? { type: false }\n            : valueTransition));\n        const animation = value.animation;\n        if (isWillChangeMotionValue(willChange)) {\n            willChange.add(key);\n            animation.then(() => willChange.remove(key));\n        }\n        animations.push(animation);\n    }\n    if (transitionEnd) {\n        Promise.all(animations).then(() => {\n            transitionEnd && setTarget(visualElement, transitionEnd);\n        });\n    }\n    return animations;\n}\n\nexport { animateTarget };\n","import { resolveVariant } from '../../render/utils/resolve-dynamic-variants.mjs';\nimport { animateTarget } from './visual-element-target.mjs';\n\nfunction animateVariant(visualElement, variant, options = {}) {\n    const resolved = resolveVariant(visualElement, variant, options.custom);\n    let { transition = visualElement.getDefaultTransition() || {} } = resolved || {};\n    if (options.transitionOverride) {\n        transition = options.transitionOverride;\n    }\n    /**\n     * If we have a variant, create a callback that runs it as an animation.\n     * Otherwise, we resolve a Promise immediately for a composable no-op.\n     */\n    const getAnimation = resolved\n        ? () => Promise.all(animateTarget(visualElement, resolved, options))\n        : () => Promise.resolve();\n    /**\n     * If we have children, create a callback that runs all their animations.\n     * Otherwise, we resolve a Promise immediately for a composable no-op.\n     */\n    const getChildAnimations = visualElement.variantChildren && visualElement.variantChildren.size\n        ? (forwardDelay = 0) => {\n            const { delayChildren = 0, staggerChildren, staggerDirection, } = transition;\n            return animateChildren(visualElement, variant, delayChildren + forwardDelay, staggerChildren, staggerDirection, options);\n        }\n        : () => Promise.resolve();\n    /**\n     * If the transition explicitly defines a \"when\" option, we need to resolve either\n     * this animation or all children animations before playing the other.\n     */\n    const { when } = transition;\n    if (when) {\n        const [first, last] = when === \"beforeChildren\"\n            ? [getAnimation, getChildAnimations]\n            : [getChildAnimations, getAnimation];\n        return first().then(() => last());\n    }\n    else {\n        return Promise.all([getAnimation(), getChildAnimations(options.delay)]);\n    }\n}\nfunction animateChildren(visualElement, variant, delayChildren = 0, staggerChildren = 0, staggerDirection = 1, options) {\n    const animations = [];\n    const maxStaggerDuration = (visualElement.variantChildren.size - 1) * staggerChildren;\n    const generateStaggerDuration = staggerDirection === 1\n        ? (i = 0) => i * staggerChildren\n        : (i = 0) => maxStaggerDuration - i * staggerChildren;\n    Array.from(visualElement.variantChildren)\n        .sort(sortByTreeOrder)\n        .forEach((child, i) => {\n        child.notify(\"AnimationStart\", variant);\n        animations.push(animateVariant(child, variant, {\n            ...options,\n            delay: delayChildren + generateStaggerDuration(i),\n        }).then(() => child.notify(\"AnimationComplete\", variant)));\n    });\n    return Promise.all(animations);\n}\nfunction sortByTreeOrder(a, b) {\n    return a.sortNodePosition(b);\n}\n\nexport { animateVariant, sortByTreeOrder };\n","import { isAnimationControls } from '../../animation/utils/is-animation-controls.mjs';\nimport { isKeyframesTarget } from '../../animation/utils/is-keyframes-target.mjs';\nimport { shallowCompare } from '../../utils/shallow-compare.mjs';\nimport { isVariantLabel } from './is-variant-label.mjs';\nimport { resolveVariant } from './resolve-dynamic-variants.mjs';\nimport { variantPriorityOrder } from './variant-props.mjs';\nimport { animateVisualElement } from '../../animation/interfaces/visual-element.mjs';\n\nconst reversePriorityOrder = [...variantPriorityOrder].reverse();\nconst numAnimationTypes = variantPriorityOrder.length;\nfunction animateList(visualElement) {\n    return (animations) => Promise.all(animations.map(({ animation, options }) => animateVisualElement(visualElement, animation, options)));\n}\nfunction createAnimationState(visualElement) {\n    let animate = animateList(visualElement);\n    const state = createState();\n    let isInitialRender = true;\n    /**\n     * This function will be used to reduce the animation definitions for\n     * each active animation type into an object of resolved values for it.\n     */\n    const buildResolvedTypeValues = (acc, definition) => {\n        const resolved = resolveVariant(visualElement, definition);\n        if (resolved) {\n            const { transition, transitionEnd, ...target } = resolved;\n            acc = { ...acc, ...target, ...transitionEnd };\n        }\n        return acc;\n    };\n    /**\n     * This just allows us to inject mocked animation functions\n     * @internal\n     */\n    function setAnimateFunction(makeAnimator) {\n        animate = makeAnimator(visualElement);\n    }\n    /**\n     * When we receive new props, we need to:\n     * 1. Create a list of protected keys for each type. This is a directory of\n     *    value keys that are currently being \"handled\" by types of a higher priority\n     *    so that whenever an animation is played of a given type, these values are\n     *    protected from being animated.\n     * 2. Determine if an animation type needs animating.\n     * 3. Determine if any values have been removed from a type and figure out\n     *    what to animate those to.\n     */\n    function animateChanges(options, changedActiveType) {\n        const props = visualElement.getProps();\n        const context = visualElement.getVariantContext(true) || {};\n        /**\n         * A list of animations that we'll build into as we iterate through the animation\n         * types. This will get executed at the end of the function.\n         */\n        const animations = [];\n        /**\n         * Keep track of which values have been removed. Then, as we hit lower priority\n         * animation types, we can check if they contain removed values and animate to that.\n         */\n        const removedKeys = new Set();\n        /**\n         * A dictionary of all encountered keys. This is an object to let us build into and\n         * copy it without iteration. Each time we hit an animation type we set its protected\n         * keys - the keys its not allowed to animate - to the latest version of this object.\n         */\n        let encounteredKeys = {};\n        /**\n         * If a variant has been removed at a given index, and this component is controlling\n         * variant animations, we want to ensure lower-priority variants are forced to animate.\n         */\n        let removedVariantIndex = Infinity;\n        /**\n         * Iterate through all animation types in reverse priority order. For each, we want to\n         * detect which values it's handling and whether or not they've changed (and therefore\n         * need to be animated). If any values have been removed, we want to detect those in\n         * lower priority props and flag for animation.\n         */\n        for (let i = 0; i < numAnimationTypes; i++) {\n            const type = reversePriorityOrder[i];\n            const typeState = state[type];\n            const prop = props[type] !== undefined ? props[type] : context[type];\n            const propIsVariant = isVariantLabel(prop);\n            /**\n             * If this type has *just* changed isActive status, set activeDelta\n             * to that status. Otherwise set to null.\n             */\n            const activeDelta = type === changedActiveType ? typeState.isActive : null;\n            if (activeDelta === false)\n                removedVariantIndex = i;\n            /**\n             * If this prop is an inherited variant, rather than been set directly on the\n             * component itself, we want to make sure we allow the parent to trigger animations.\n             *\n             * TODO: Can probably change this to a !isControllingVariants check\n             */\n            let isInherited = prop === context[type] && prop !== props[type] && propIsVariant;\n            /**\n             *\n             */\n            if (isInherited &&\n                isInitialRender &&\n                visualElement.manuallyAnimateOnMount) {\n                isInherited = false;\n            }\n            /**\n             * Set all encountered keys so far as the protected keys for this type. This will\n             * be any key that has been animated or otherwise handled by active, higher-priortiy types.\n             */\n            typeState.protectedKeys = { ...encounteredKeys };\n            // Check if we can skip analysing this prop early\n            if (\n            // If it isn't active and hasn't *just* been set as inactive\n            (!typeState.isActive && activeDelta === null) ||\n                // If we didn't and don't have any defined prop for this animation type\n                (!prop && !typeState.prevProp) ||\n                // Or if the prop doesn't define an animation\n                isAnimationControls(prop) ||\n                typeof prop === \"boolean\") {\n                continue;\n            }\n            /**\n             * As we go look through the values defined on this type, if we detect\n             * a changed value or a value that was removed in a higher priority, we set\n             * this to true and add this prop to the animation list.\n             */\n            const variantDidChange = checkVariantsDidChange(typeState.prevProp, prop);\n            let shouldAnimateType = variantDidChange ||\n                // If we're making this variant active, we want to always make it active\n                (type === changedActiveType &&\n                    typeState.isActive &&\n                    !isInherited &&\n                    propIsVariant) ||\n                // If we removed a higher-priority variant (i is in reverse order)\n                (i > removedVariantIndex && propIsVariant);\n            /**\n             * As animations can be set as variant lists, variants or target objects, we\n             * coerce everything to an array if it isn't one already\n             */\n            const definitionList = Array.isArray(prop) ? prop : [prop];\n            /**\n             * Build an object of all the resolved values. We'll use this in the subsequent\n             * animateChanges calls to determine whether a value has changed.\n             */\n            let resolvedValues = definitionList.reduce(buildResolvedTypeValues, {});\n            if (activeDelta === false)\n                resolvedValues = {};\n            /**\n             * Now we need to loop through all the keys in the prev prop and this prop,\n             * and decide:\n             * 1. If the value has changed, and needs animating\n             * 2. If it has been removed, and needs adding to the removedKeys set\n             * 3. If it has been removed in a higher priority type and needs animating\n             * 4. If it hasn't been removed in a higher priority but hasn't changed, and\n             *    needs adding to the type's protectedKeys list.\n             */\n            const { prevResolvedValues = {} } = typeState;\n            const allKeys = {\n                ...prevResolvedValues,\n                ...resolvedValues,\n            };\n            const markToAnimate = (key) => {\n                shouldAnimateType = true;\n                removedKeys.delete(key);\n                typeState.needsAnimating[key] = true;\n            };\n            for (const key in allKeys) {\n                const next = resolvedValues[key];\n                const prev = prevResolvedValues[key];\n                // If we've already handled this we can just skip ahead\n                if (encounteredKeys.hasOwnProperty(key))\n                    continue;\n                /**\n                 * If the value has changed, we probably want to animate it.\n                 */\n                if (next !== prev) {\n                    /**\n                     * If both values are keyframes, we need to shallow compare them to\n                     * detect whether any value has changed. If it has, we animate it.\n                     */\n                    if (isKeyframesTarget(next) && isKeyframesTarget(prev)) {\n                        if (!shallowCompare(next, prev) || variantDidChange) {\n                            markToAnimate(key);\n                        }\n                        else {\n                            /**\n                             * If it hasn't changed, we want to ensure it doesn't animate by\n                             * adding it to the list of protected keys.\n                             */\n                            typeState.protectedKeys[key] = true;\n                        }\n                    }\n                    else if (next !== undefined) {\n                        // If next is defined and doesn't equal prev, it needs animating\n                        markToAnimate(key);\n                    }\n                    else {\n                        // If it's undefined, it's been removed.\n                        removedKeys.add(key);\n                    }\n                }\n                else if (next !== undefined && removedKeys.has(key)) {\n                    /**\n                     * If next hasn't changed and it isn't undefined, we want to check if it's\n                     * been removed by a higher priority\n                     */\n                    markToAnimate(key);\n                }\n                else {\n                    /**\n                     * If it hasn't changed, we add it to the list of protected values\n                     * to ensure it doesn't get animated.\n                     */\n                    typeState.protectedKeys[key] = true;\n                }\n            }\n            /**\n             * Update the typeState so next time animateChanges is called we can compare the\n             * latest prop and resolvedValues to these.\n             */\n            typeState.prevProp = prop;\n            typeState.prevResolvedValues = resolvedValues;\n            /**\n             *\n             */\n            if (typeState.isActive) {\n                encounteredKeys = { ...encounteredKeys, ...resolvedValues };\n            }\n            if (isInitialRender && visualElement.blockInitialAnimation) {\n                shouldAnimateType = false;\n            }\n            /**\n             * If this is an inherited prop we want to hard-block animations\n             * TODO: Test as this should probably still handle animations triggered\n             * by removed values?\n             */\n            if (shouldAnimateType && !isInherited) {\n                animations.push(...definitionList.map((animation) => ({\n                    animation: animation,\n                    options: { type, ...options },\n                })));\n            }\n        }\n        /**\n         * If there are some removed value that haven't been dealt with,\n         * we need to create a new animation that falls back either to the value\n         * defined in the style prop, or the last read value.\n         */\n        if (removedKeys.size) {\n            const fallbackAnimation = {};\n            removedKeys.forEach((key) => {\n                const fallbackTarget = visualElement.getBaseTarget(key);\n                if (fallbackTarget !== undefined) {\n                    fallbackAnimation[key] = fallbackTarget;\n                }\n            });\n            animations.push({ animation: fallbackAnimation });\n        }\n        let shouldAnimate = Boolean(animations.length);\n        if (isInitialRender &&\n            props.initial === false &&\n            !visualElement.manuallyAnimateOnMount) {\n            shouldAnimate = false;\n        }\n        isInitialRender = false;\n        return shouldAnimate ? animate(animations) : Promise.resolve();\n    }\n    /**\n     * Change whether a certain animation type is active.\n     */\n    function setActive(type, isActive, options) {\n        var _a;\n        // If the active state hasn't changed, we can safely do nothing here\n        if (state[type].isActive === isActive)\n            return Promise.resolve();\n        // Propagate active change to children\n        (_a = visualElement.variantChildren) === null || _a === void 0 ? void 0 : _a.forEach((child) => { var _a; return (_a = child.animationState) === null || _a === void 0 ? void 0 : _a.setActive(type, isActive); });\n        state[type].isActive = isActive;\n        const animations = animateChanges(options, type);\n        for (const key in state) {\n            state[key].protectedKeys = {};\n        }\n        return animations;\n    }\n    return {\n        animateChanges,\n        setActive,\n        setAnimateFunction,\n        getState: () => state,\n    };\n}\nfunction checkVariantsDidChange(prev, next) {\n    if (typeof next === \"string\") {\n        return next !== prev;\n    }\n    else if (Array.isArray(next)) {\n        return !shallowCompare(next, prev);\n    }\n    return false;\n}\nfunction createTypeState(isActive = false) {\n    return {\n        isActive,\n        protectedKeys: {},\n        needsAnimating: {},\n        prevResolvedValues: {},\n    };\n}\nfunction createState() {\n    return {\n        animate: createTypeState(true),\n        whileInView: createTypeState(),\n        whileHover: createTypeState(),\n        whileTap: createTypeState(),\n        whileDrag: createTypeState(),\n        whileFocus: createTypeState(),\n        exit: createTypeState(),\n    };\n}\n\nexport { checkVariantsDidChange, createAnimationState };\n","import { resolveVariant } from '../../render/utils/resolve-dynamic-variants.mjs';\nimport { animateTarget } from './visual-element-target.mjs';\nimport { animateVariant } from './visual-element-variant.mjs';\n\nfunction animateVisualElement(visualElement, definition, options = {}) {\n    visualElement.notify(\"AnimationStart\", definition);\n    let animation;\n    if (Array.isArray(definition)) {\n        const animations = definition.map((variant) => animateVariant(visualElement, variant, options));\n        animation = Promise.all(animations);\n    }\n    else if (typeof definition === \"string\") {\n        animation = animateVariant(visualElement, definition, options);\n    }\n    else {\n        const resolvedDefinition = typeof definition === \"function\"\n            ? resolveVariant(visualElement, definition, options.custom)\n            : definition;\n        animation = Promise.all(animateTarget(visualElement, resolvedDefinition, options));\n    }\n    return animation.then(() => visualElement.notify(\"AnimationComplete\", definition));\n}\n\nexport { animateVisualElement };\n","import { isAnimationControls } from '../../../animation/utils/is-animation-controls.mjs';\nimport { createAnimationState } from '../../../render/utils/animation-state.mjs';\nimport { Feature } from '../Feature.mjs';\n\nclass AnimationFeature extends Feature {\n    /**\n     * We dynamically generate the AnimationState manager as it contains a reference\n     * to the underlying animation library. We only want to load that if we load this,\n     * so people can optionally code split it out using the `m` component.\n     */\n    constructor(node) {\n        super(node);\n        node.animationState || (node.animationState = createAnimationState(node));\n    }\n    updateAnimationControlsSubscription() {\n        const { animate } = this.node.getProps();\n        this.unmount();\n        if (isAnimationControls(animate)) {\n            this.unmount = animate.subscribe(this.node);\n        }\n    }\n    /**\n     * Subscribe any provided AnimationControls to the component's VisualElement\n     */\n    mount() {\n        this.updateAnimationControlsSubscription();\n    }\n    update() {\n        const { animate } = this.node.getProps();\n        const { animate: prevAnimate } = this.node.prevProps || {};\n        if (animate !== prevAnimate) {\n            this.updateAnimationControlsSubscription();\n        }\n    }\n    unmount() { }\n}\n\nexport { AnimationFeature };\n","import { Feature } from '../Feature.mjs';\n\nlet id = 0;\nclass ExitAnimationFeature extends Feature {\n    constructor() {\n        super(...arguments);\n        this.id = id++;\n    }\n    update() {\n        if (!this.node.presenceContext)\n            return;\n        const { isPresent, onExitComplete, custom } = this.node.presenceContext;\n        const { isPresent: prevIsPresent } = this.node.prevPresenceContext || {};\n        if (!this.node.animationState || isPresent === prevIsPresent) {\n            return;\n        }\n        const exitAnimation = this.node.animationState.setActive(\"exit\", !isPresent, { custom: custom !== null && custom !== void 0 ? custom : this.node.getProps().custom });\n        if (onExitComplete && !isPresent) {\n            exitAnimation.then(() => onExitComplete(this.id));\n        }\n    }\n    mount() {\n        const { register } = this.node.presenceContext || {};\n        if (register) {\n            this.unmount = register(this.id);\n        }\n    }\n    unmount() { }\n}\n\nexport { ExitAnimationFeature };\n","import { AnimationFeature } from './animation/index.mjs';\nimport { ExitAnimationFeature } from './animation/exit.mjs';\n\nconst animations = {\n    animation: {\n        Feature: AnimationFeature,\n    },\n    exit: {\n        Feature: ExitAnimationFeature,\n    },\n};\n\nexport { animations };\n","const distance = (a, b) => Math.abs(a - b);\nfunction distance2D(a, b) {\n    // Multi-dimensional\n    const xDelta = distance(a.x, b.x);\n    const yDelta = distance(a.y, b.y);\n    return Math.sqrt(xDelta ** 2 + yDelta ** 2);\n}\n\nexport { distance, distance2D };\n","import { extractEventInfo } from '../../events/event-info.mjs';\nimport { secondsToMilliseconds, millisecondsToSeconds } from '../../utils/time-conversion.mjs';\nimport { addPointerEvent } from '../../events/add-pointer-event.mjs';\nimport { pipe } from '../../utils/pipe.mjs';\nimport { distance2D } from '../../utils/distance.mjs';\nimport { isPrimaryPointer } from '../../events/utils/is-primary-pointer.mjs';\nimport { frame, cancelFrame, frameData } from '../../frameloop/frame.mjs';\n\n/**\n * @internal\n */\nclass PanSession {\n    constructor(event, handlers, { transformPagePoint } = {}) {\n        /**\n         * @internal\n         */\n        this.startEvent = null;\n        /**\n         * @internal\n         */\n        this.lastMoveEvent = null;\n        /**\n         * @internal\n         */\n        this.lastMoveEventInfo = null;\n        /**\n         * @internal\n         */\n        this.handlers = {};\n        this.updatePoint = () => {\n            if (!(this.lastMoveEvent && this.lastMoveEventInfo))\n                return;\n            const info = getPanInfo(this.lastMoveEventInfo, this.history);\n            const isPanStarted = this.startEvent !== null;\n            // Only start panning if the offset is larger than 3 pixels. If we make it\n            // any larger than this we'll want to reset the pointer history\n            // on the first update to avoid visual snapping to the cursoe.\n            const isDistancePastThreshold = distance2D(info.offset, { x: 0, y: 0 }) >= 3;\n            if (!isPanStarted && !isDistancePastThreshold)\n                return;\n            const { point } = info;\n            const { timestamp } = frameData;\n            this.history.push({ ...point, timestamp });\n            const { onStart, onMove } = this.handlers;\n            if (!isPanStarted) {\n                onStart && onStart(this.lastMoveEvent, info);\n                this.startEvent = this.lastMoveEvent;\n            }\n            onMove && onMove(this.lastMoveEvent, info);\n        };\n        this.handlePointerMove = (event, info) => {\n            this.lastMoveEvent = event;\n            this.lastMoveEventInfo = transformPoint(info, this.transformPagePoint);\n            // Throttle mouse move event to once per frame\n            frame.update(this.updatePoint, true);\n        };\n        this.handlePointerUp = (event, info) => {\n            this.end();\n            if (!(this.lastMoveEvent && this.lastMoveEventInfo))\n                return;\n            const { onEnd, onSessionEnd } = this.handlers;\n            const panInfo = getPanInfo(event.type === \"pointercancel\"\n                ? this.lastMoveEventInfo\n                : transformPoint(info, this.transformPagePoint), this.history);\n            if (this.startEvent && onEnd) {\n                onEnd(event, panInfo);\n            }\n            onSessionEnd && onSessionEnd(event, panInfo);\n        };\n        // If we have more than one touch, don't start detecting this gesture\n        if (!isPrimaryPointer(event))\n            return;\n        this.handlers = handlers;\n        this.transformPagePoint = transformPagePoint;\n        const info = extractEventInfo(event);\n        const initialInfo = transformPoint(info, this.transformPagePoint);\n        const { point } = initialInfo;\n        const { timestamp } = frameData;\n        this.history = [{ ...point, timestamp }];\n        const { onSessionStart } = handlers;\n        onSessionStart &&\n            onSessionStart(event, getPanInfo(initialInfo, this.history));\n        this.removeListeners = pipe(addPointerEvent(window, \"pointermove\", this.handlePointerMove), addPointerEvent(window, \"pointerup\", this.handlePointerUp), addPointerEvent(window, \"pointercancel\", this.handlePointerUp));\n    }\n    updateHandlers(handlers) {\n        this.handlers = handlers;\n    }\n    end() {\n        this.removeListeners && this.removeListeners();\n        cancelFrame(this.updatePoint);\n    }\n}\nfunction transformPoint(info, transformPagePoint) {\n    return transformPagePoint ? { point: transformPagePoint(info.point) } : info;\n}\nfunction subtractPoint(a, b) {\n    return { x: a.x - b.x, y: a.y - b.y };\n}\nfunction getPanInfo({ point }, history) {\n    return {\n        point,\n        delta: subtractPoint(point, lastDevicePoint(history)),\n        offset: subtractPoint(point, startDevicePoint(history)),\n        velocity: getVelocity(history, 0.1),\n    };\n}\nfunction startDevicePoint(history) {\n    return history[0];\n}\nfunction lastDevicePoint(history) {\n    return history[history.length - 1];\n}\nfunction getVelocity(history, timeDelta) {\n    if (history.length < 2) {\n        return { x: 0, y: 0 };\n    }\n    let i = history.length - 1;\n    let timestampedPoint = null;\n    const lastPoint = lastDevicePoint(history);\n    while (i >= 0) {\n        timestampedPoint = history[i];\n        if (lastPoint.timestamp - timestampedPoint.timestamp >\n            secondsToMilliseconds(timeDelta)) {\n            break;\n        }\n        i--;\n    }\n    if (!timestampedPoint) {\n        return { x: 0, y: 0 };\n    }\n    const time = millisecondsToSeconds(lastPoint.timestamp - timestampedPoint.timestamp);\n    if (time === 0) {\n        return { x: 0, y: 0 };\n    }\n    const currentVelocity = {\n        x: (lastPoint.x - timestampedPoint.x) / time,\n        y: (lastPoint.y - timestampedPoint.y) / time,\n    };\n    if (currentVelocity.x === Infinity) {\n        currentVelocity.x = 0;\n    }\n    if (currentVelocity.y === Infinity) {\n        currentVelocity.y = 0;\n    }\n    return currentVelocity;\n}\n\nexport { PanSession };\n","import { progress } from '../../../utils/progress.mjs';\nimport { calcLength } from '../../../projection/geometry/delta-calc.mjs';\nimport { clamp } from '../../../utils/clamp.mjs';\nimport { mix } from '../../../utils/mix.mjs';\n\n/**\n * Apply constraints to a point. These constraints are both physical along an\n * axis, and an elastic factor that determines how much to constrain the point\n * by if it does lie outside the defined parameters.\n */\nfunction applyConstraints(point, { min, max }, elastic) {\n    if (min !== undefined && point < min) {\n        // If we have a min point defined, and this is outside of that, constrain\n        point = elastic ? mix(min, point, elastic.min) : Math.max(point, min);\n    }\n    else if (max !== undefined && point > max) {\n        // If we have a max point defined, and this is outside of that, constrain\n        point = elastic ? mix(max, point, elastic.max) : Math.min(point, max);\n    }\n    return point;\n}\n/**\n * Calculate constraints in terms of the viewport when defined relatively to the\n * measured axis. This is measured from the nearest edge, so a max constraint of 200\n * on an axis with a max value of 300 would return a constraint of 500 - axis length\n */\nfunction calcRelativeAxisConstraints(axis, min, max) {\n    return {\n        min: min !== undefined ? axis.min + min : undefined,\n        max: max !== undefined\n            ? axis.max + max - (axis.max - axis.min)\n            : undefined,\n    };\n}\n/**\n * Calculate constraints in terms of the viewport when\n * defined relatively to the measured bounding box.\n */\nfunction calcRelativeConstraints(layoutBox, { top, left, bottom, right }) {\n    return {\n        x: calcRelativeAxisConstraints(layoutBox.x, left, right),\n        y: calcRelativeAxisConstraints(layoutBox.y, top, bottom),\n    };\n}\n/**\n * Calculate viewport constraints when defined as another viewport-relative axis\n */\nfunction calcViewportAxisConstraints(layoutAxis, constraintsAxis) {\n    let min = constraintsAxis.min - layoutAxis.min;\n    let max = constraintsAxis.max - layoutAxis.max;\n    // If the constraints axis is actually smaller than the layout axis then we can\n    // flip the constraints\n    if (constraintsAxis.max - constraintsAxis.min <\n        layoutAxis.max - layoutAxis.min) {\n        [min, max] = [max, min];\n    }\n    return { min, max };\n}\n/**\n * Calculate viewport constraints when defined as another viewport-relative box\n */\nfunction calcViewportConstraints(layoutBox, constraintsBox) {\n    return {\n        x: calcViewportAxisConstraints(layoutBox.x, constraintsBox.x),\n        y: calcViewportAxisConstraints(layoutBox.y, constraintsBox.y),\n    };\n}\n/**\n * Calculate a transform origin relative to the source axis, between 0-1, that results\n * in an asthetically pleasing scale/transform needed to project from source to target.\n */\nfunction calcOrigin(source, target) {\n    let origin = 0.5;\n    const sourceLength = calcLength(source);\n    const targetLength = calcLength(target);\n    if (targetLength > sourceLength) {\n        origin = progress(target.min, target.max - sourceLength, source.min);\n    }\n    else if (sourceLength > targetLength) {\n        origin = progress(source.min, source.max - targetLength, target.min);\n    }\n    return clamp(0, 1, origin);\n}\n/**\n * Rebase the calculated viewport constraints relative to the layout.min point.\n */\nfunction rebaseAxisConstraints(layout, constraints) {\n    const relativeConstraints = {};\n    if (constraints.min !== undefined) {\n        relativeConstraints.min = constraints.min - layout.min;\n    }\n    if (constraints.max !== undefined) {\n        relativeConstraints.max = constraints.max - layout.min;\n    }\n    return relativeConstraints;\n}\nconst defaultElastic = 0.35;\n/**\n * Accepts a dragElastic prop and returns resolved elastic values for each axis.\n */\nfunction resolveDragElastic(dragElastic = defaultElastic) {\n    if (dragElastic === false) {\n        dragElastic = 0;\n    }\n    else if (dragElastic === true) {\n        dragElastic = defaultElastic;\n    }\n    return {\n        x: resolveAxisElastic(dragElastic, \"left\", \"right\"),\n        y: resolveAxisElastic(dragElastic, \"top\", \"bottom\"),\n    };\n}\nfunction resolveAxisElastic(dragElastic, minLabel, maxLabel) {\n    return {\n        min: resolvePointElastic(dragElastic, minLabel),\n        max: resolvePointElastic(dragElastic, maxLabel),\n    };\n}\nfunction resolvePointElastic(dragElastic, label) {\n    return typeof dragElastic === \"number\"\n        ? dragElastic\n        : dragElastic[label] || 0;\n}\n\nexport { applyConstraints, calcOrigin, calcRelativeAxisConstraints, calcRelativeConstraints, calcViewportAxisConstraints, calcViewportConstraints, defaultElastic, rebaseAxisConstraints, resolveAxisElastic, resolveDragElastic, resolvePointElastic };\n","import { invariant } from '../../utils/errors.mjs';\nimport { PanSession } from '../pan/PanSession.mjs';\nimport { getGlobalLock } from './utils/lock.mjs';\nimport { isRefObject } from '../../utils/is-ref-object.mjs';\nimport { addPointerEvent } from '../../events/add-pointer-event.mjs';\nimport { applyConstraints, calcRelativeConstraints, resolveDragElastic, calcViewportConstraints, defaultElastic, rebaseAxisConstraints, calcOrigin } from './utils/constraints.mjs';\nimport { createBox } from '../../projection/geometry/models.mjs';\nimport { eachAxis } from '../../projection/utils/each-axis.mjs';\nimport { measurePageBox } from '../../projection/utils/measure.mjs';\nimport { extractEventInfo } from '../../events/event-info.mjs';\nimport { convertBoxToBoundingBox, convertBoundingBoxToBox } from '../../projection/geometry/conversion.mjs';\nimport { addDomEvent } from '../../events/add-dom-event.mjs';\nimport { calcLength } from '../../projection/geometry/delta-calc.mjs';\nimport { mix } from '../../utils/mix.mjs';\nimport { percent } from '../../value/types/numbers/units.mjs';\nimport { animateMotionValue } from '../../animation/interfaces/motion-value.mjs';\nimport { frame } from '../../frameloop/frame.mjs';\n\nconst elementDragControls = new WeakMap();\n/**\n *\n */\n// let latestPointerEvent: PointerEvent\nclass VisualElementDragControls {\n    constructor(visualElement) {\n        // This is a reference to the global drag gesture lock, ensuring only one component\n        // can \"capture\" the drag of one or both axes.\n        // TODO: Look into moving this into pansession?\n        this.openGlobalLock = null;\n        this.isDragging = false;\n        this.currentDirection = null;\n        this.originPoint = { x: 0, y: 0 };\n        /**\n         * The permitted boundaries of travel, in pixels.\n         */\n        this.constraints = false;\n        this.hasMutatedConstraints = false;\n        /**\n         * The per-axis resolved elastic values.\n         */\n        this.elastic = createBox();\n        this.visualElement = visualElement;\n    }\n    start(originEvent, { snapToCursor = false } = {}) {\n        /**\n         * Don't start dragging if this component is exiting\n         */\n        const { presenceContext } = this.visualElement;\n        if (presenceContext && presenceContext.isPresent === false)\n            return;\n        const onSessionStart = (event) => {\n            // Stop any animations on both axis values immediately. This allows the user to throw and catch\n            // the component.\n            this.stopAnimation();\n            if (snapToCursor) {\n                this.snapToCursor(extractEventInfo(event, \"page\").point);\n            }\n        };\n        const onStart = (event, info) => {\n            // Attempt to grab the global drag gesture lock - maybe make this part of PanSession\n            const { drag, dragPropagation, onDragStart } = this.getProps();\n            if (drag && !dragPropagation) {\n                if (this.openGlobalLock)\n                    this.openGlobalLock();\n                this.openGlobalLock = getGlobalLock(drag);\n                // If we don 't have the lock, don't start dragging\n                if (!this.openGlobalLock)\n                    return;\n            }\n            this.isDragging = true;\n            this.currentDirection = null;\n            this.resolveConstraints();\n            if (this.visualElement.projection) {\n                this.visualElement.projection.isAnimationBlocked = true;\n                this.visualElement.projection.target = undefined;\n            }\n            /**\n             * Record gesture origin\n             */\n            eachAxis((axis) => {\n                let current = this.getAxisMotionValue(axis).get() || 0;\n                /**\n                 * If the MotionValue is a percentage value convert to px\n                 */\n                if (percent.test(current)) {\n                    const { projection } = this.visualElement;\n                    if (projection && projection.layout) {\n                        const measuredAxis = projection.layout.layoutBox[axis];\n                        if (measuredAxis) {\n                            const length = calcLength(measuredAxis);\n                            current = length * (parseFloat(current) / 100);\n                        }\n                    }\n                }\n                this.originPoint[axis] = current;\n            });\n            // Fire onDragStart event\n            if (onDragStart) {\n                frame.update(() => onDragStart(event, info), false, true);\n            }\n            const { animationState } = this.visualElement;\n            animationState && animationState.setActive(\"whileDrag\", true);\n        };\n        const onMove = (event, info) => {\n            // latestPointerEvent = event\n            const { dragPropagation, dragDirectionLock, onDirectionLock, onDrag, } = this.getProps();\n            // If we didn't successfully receive the gesture lock, early return.\n            if (!dragPropagation && !this.openGlobalLock)\n                return;\n            const { offset } = info;\n            // Attempt to detect drag direction if directionLock is true\n            if (dragDirectionLock && this.currentDirection === null) {\n                this.currentDirection = getCurrentDirection(offset);\n                // If we've successfully set a direction, notify listener\n                if (this.currentDirection !== null) {\n                    onDirectionLock && onDirectionLock(this.currentDirection);\n                }\n                return;\n            }\n            // Update each point with the latest position\n            this.updateAxis(\"x\", info.point, offset);\n            this.updateAxis(\"y\", info.point, offset);\n            /**\n             * Ideally we would leave the renderer to fire naturally at the end of\n             * this frame but if the element is about to change layout as the result\n             * of a re-render we want to ensure the browser can read the latest\n             * bounding box to ensure the pointer and element don't fall out of sync.\n             */\n            this.visualElement.render();\n            /**\n             * This must fire after the render call as it might trigger a state\n             * change which itself might trigger a layout update.\n             */\n            onDrag && onDrag(event, info);\n        };\n        const onSessionEnd = (event, info) => this.stop(event, info);\n        this.panSession = new PanSession(originEvent, {\n            onSessionStart,\n            onStart,\n            onMove,\n            onSessionEnd,\n        }, { transformPagePoint: this.visualElement.getTransformPagePoint() });\n    }\n    stop(event, info) {\n        const isDragging = this.isDragging;\n        this.cancel();\n        if (!isDragging)\n            return;\n        const { velocity } = info;\n        this.startAnimation(velocity);\n        const { onDragEnd } = this.getProps();\n        if (onDragEnd) {\n            frame.update(() => onDragEnd(event, info));\n        }\n    }\n    cancel() {\n        this.isDragging = false;\n        const { projection, animationState } = this.visualElement;\n        if (projection) {\n            projection.isAnimationBlocked = false;\n        }\n        this.panSession && this.panSession.end();\n        this.panSession = undefined;\n        const { dragPropagation } = this.getProps();\n        if (!dragPropagation && this.openGlobalLock) {\n            this.openGlobalLock();\n            this.openGlobalLock = null;\n        }\n        animationState && animationState.setActive(\"whileDrag\", false);\n    }\n    updateAxis(axis, _point, offset) {\n        const { drag } = this.getProps();\n        // If we're not dragging this axis, do an early return.\n        if (!offset || !shouldDrag(axis, drag, this.currentDirection))\n            return;\n        const axisValue = this.getAxisMotionValue(axis);\n        let next = this.originPoint[axis] + offset[axis];\n        // Apply constraints\n        if (this.constraints && this.constraints[axis]) {\n            next = applyConstraints(next, this.constraints[axis], this.elastic[axis]);\n        }\n        axisValue.set(next);\n    }\n    resolveConstraints() {\n        const { dragConstraints, dragElastic } = this.getProps();\n        const { layout } = this.visualElement.projection || {};\n        const prevConstraints = this.constraints;\n        if (dragConstraints && isRefObject(dragConstraints)) {\n            if (!this.constraints) {\n                this.constraints = this.resolveRefConstraints();\n            }\n        }\n        else {\n            if (dragConstraints && layout) {\n                this.constraints = calcRelativeConstraints(layout.layoutBox, dragConstraints);\n            }\n            else {\n                this.constraints = false;\n            }\n        }\n        this.elastic = resolveDragElastic(dragElastic);\n        /**\n         * If we're outputting to external MotionValues, we want to rebase the measured constraints\n         * from viewport-relative to component-relative.\n         */\n        if (prevConstraints !== this.constraints &&\n            layout &&\n            this.constraints &&\n            !this.hasMutatedConstraints) {\n            eachAxis((axis) => {\n                if (this.getAxisMotionValue(axis)) {\n                    this.constraints[axis] = rebaseAxisConstraints(layout.layoutBox[axis], this.constraints[axis]);\n                }\n            });\n        }\n    }\n    resolveRefConstraints() {\n        const { dragConstraints: constraints, onMeasureDragConstraints } = this.getProps();\n        if (!constraints || !isRefObject(constraints))\n            return false;\n        const constraintsElement = constraints.current;\n        invariant(constraintsElement !== null, \"If `dragConstraints` is set as a React ref, that ref must be passed to another component's `ref` prop.\");\n        const { projection } = this.visualElement;\n        // TODO\n        if (!projection || !projection.layout)\n            return false;\n        const constraintsBox = measurePageBox(constraintsElement, projection.root, this.visualElement.getTransformPagePoint());\n        let measuredConstraints = calcViewportConstraints(projection.layout.layoutBox, constraintsBox);\n        /**\n         * If there's an onMeasureDragConstraints listener we call it and\n         * if different constraints are returned, set constraints to that\n         */\n        if (onMeasureDragConstraints) {\n            const userConstraints = onMeasureDragConstraints(convertBoxToBoundingBox(measuredConstraints));\n            this.hasMutatedConstraints = !!userConstraints;\n            if (userConstraints) {\n                measuredConstraints = convertBoundingBoxToBox(userConstraints);\n            }\n        }\n        return measuredConstraints;\n    }\n    startAnimation(velocity) {\n        const { drag, dragMomentum, dragElastic, dragTransition, dragSnapToOrigin, onDragTransitionEnd, } = this.getProps();\n        const constraints = this.constraints || {};\n        const momentumAnimations = eachAxis((axis) => {\n            if (!shouldDrag(axis, drag, this.currentDirection)) {\n                return;\n            }\n            let transition = (constraints && constraints[axis]) || {};\n            if (dragSnapToOrigin)\n                transition = { min: 0, max: 0 };\n            /**\n             * Overdamp the boundary spring if `dragElastic` is disabled. There's still a frame\n             * of spring animations so we should look into adding a disable spring option to `inertia`.\n             * We could do something here where we affect the `bounceStiffness` and `bounceDamping`\n             * using the value of `dragElastic`.\n             */\n            const bounceStiffness = dragElastic ? 200 : 1000000;\n            const bounceDamping = dragElastic ? 40 : 10000000;\n            const inertia = {\n                type: \"inertia\",\n                velocity: dragMomentum ? velocity[axis] : 0,\n                bounceStiffness,\n                bounceDamping,\n                timeConstant: 750,\n                restDelta: 1,\n                restSpeed: 10,\n                ...dragTransition,\n                ...transition,\n            };\n            // If we're not animating on an externally-provided `MotionValue` we can use the\n            // component's animation controls which will handle interactions with whileHover (etc),\n            // otherwise we just have to animate the `MotionValue` itself.\n            return this.startAxisValueAnimation(axis, inertia);\n        });\n        // Run all animations and then resolve the new drag constraints.\n        return Promise.all(momentumAnimations).then(onDragTransitionEnd);\n    }\n    startAxisValueAnimation(axis, transition) {\n        const axisValue = this.getAxisMotionValue(axis);\n        return axisValue.start(animateMotionValue(axis, axisValue, 0, transition));\n    }\n    stopAnimation() {\n        eachAxis((axis) => this.getAxisMotionValue(axis).stop());\n    }\n    /**\n     * Drag works differently depending on which props are provided.\n     *\n     * - If _dragX and _dragY are provided, we output the gesture delta directly to those motion values.\n     * - Otherwise, we apply the delta to the x/y motion values.\n     */\n    getAxisMotionValue(axis) {\n        const dragKey = \"_drag\" + axis.toUpperCase();\n        const props = this.visualElement.getProps();\n        const externalMotionValue = props[dragKey];\n        return externalMotionValue\n            ? externalMotionValue\n            : this.visualElement.getValue(axis, (props.initial ? props.initial[axis] : undefined) || 0);\n    }\n    snapToCursor(point) {\n        eachAxis((axis) => {\n            const { drag } = this.getProps();\n            // If we're not dragging this axis, do an early return.\n            if (!shouldDrag(axis, drag, this.currentDirection))\n                return;\n            const { projection } = this.visualElement;\n            const axisValue = this.getAxisMotionValue(axis);\n            if (projection && projection.layout) {\n                const { min, max } = projection.layout.layoutBox[axis];\n                axisValue.set(point[axis] - mix(min, max, 0.5));\n            }\n        });\n    }\n    /**\n     * When the viewport resizes we want to check if the measured constraints\n     * have changed and, if so, reposition the element within those new constraints\n     * relative to where it was before the resize.\n     */\n    scalePositionWithinConstraints() {\n        if (!this.visualElement.current)\n            return;\n        const { drag, dragConstraints } = this.getProps();\n        const { projection } = this.visualElement;\n        if (!isRefObject(dragConstraints) || !projection || !this.constraints)\n            return;\n        /**\n         * Stop current animations as there can be visual glitching if we try to do\n         * this mid-animation\n         */\n        this.stopAnimation();\n        /**\n         * Record the relative position of the dragged element relative to the\n         * constraints box and save as a progress value.\n         */\n        const boxProgress = { x: 0, y: 0 };\n        eachAxis((axis) => {\n            const axisValue = this.getAxisMotionValue(axis);\n            if (axisValue) {\n                const latest = axisValue.get();\n                boxProgress[axis] = calcOrigin({ min: latest, max: latest }, this.constraints[axis]);\n            }\n        });\n        /**\n         * Update the layout of this element and resolve the latest drag constraints\n         */\n        const { transformTemplate } = this.visualElement.getProps();\n        this.visualElement.current.style.transform = transformTemplate\n            ? transformTemplate({}, \"\")\n            : \"none\";\n        projection.root && projection.root.updateScroll();\n        projection.updateLayout();\n        this.resolveConstraints();\n        /**\n         * For each axis, calculate the current progress of the layout axis\n         * within the new constraints.\n         */\n        eachAxis((axis) => {\n            if (!shouldDrag(axis, drag, null))\n                return;\n            /**\n             * Calculate a new transform based on the previous box progress\n             */\n            const axisValue = this.getAxisMotionValue(axis);\n            const { min, max } = this.constraints[axis];\n            axisValue.set(mix(min, max, boxProgress[axis]));\n        });\n    }\n    addListeners() {\n        if (!this.visualElement.current)\n            return;\n        elementDragControls.set(this.visualElement, this);\n        const element = this.visualElement.current;\n        /**\n         * Attach a pointerdown event listener on this DOM element to initiate drag tracking.\n         */\n        const stopPointerListener = addPointerEvent(element, \"pointerdown\", (event) => {\n            const { drag, dragListener = true } = this.getProps();\n            drag && dragListener && this.start(event);\n        });\n        const measureDragConstraints = () => {\n            const { dragConstraints } = this.getProps();\n            if (isRefObject(dragConstraints)) {\n                this.constraints = this.resolveRefConstraints();\n            }\n        };\n        const { projection } = this.visualElement;\n        const stopMeasureLayoutListener = projection.addEventListener(\"measure\", measureDragConstraints);\n        if (projection && !projection.layout) {\n            projection.root && projection.root.updateScroll();\n            projection.updateLayout();\n        }\n        measureDragConstraints();\n        /**\n         * Attach a window resize listener to scale the draggable target within its defined\n         * constraints as the window resizes.\n         */\n        const stopResizeListener = addDomEvent(window, \"resize\", () => this.scalePositionWithinConstraints());\n        /**\n         * If the element's layout changes, calculate the delta and apply that to\n         * the drag gesture's origin point.\n         */\n        const stopLayoutUpdateListener = projection.addEventListener(\"didUpdate\", (({ delta, hasLayoutChanged }) => {\n            if (this.isDragging && hasLayoutChanged) {\n                eachAxis((axis) => {\n                    const motionValue = this.getAxisMotionValue(axis);\n                    if (!motionValue)\n                        return;\n                    this.originPoint[axis] += delta[axis].translate;\n                    motionValue.set(motionValue.get() + delta[axis].translate);\n                });\n                this.visualElement.render();\n            }\n        }));\n        return () => {\n            stopResizeListener();\n            stopPointerListener();\n            stopMeasureLayoutListener();\n            stopLayoutUpdateListener && stopLayoutUpdateListener();\n        };\n    }\n    getProps() {\n        const props = this.visualElement.getProps();\n        const { drag = false, dragDirectionLock = false, dragPropagation = false, dragConstraints = false, dragElastic = defaultElastic, dragMomentum = true, } = props;\n        return {\n            ...props,\n            drag,\n            dragDirectionLock,\n            dragPropagation,\n            dragConstraints,\n            dragElastic,\n            dragMomentum,\n        };\n    }\n}\nfunction shouldDrag(direction, drag, currentDirection) {\n    return ((drag === true || drag === direction) &&\n        (currentDirection === null || currentDirection === direction));\n}\n/**\n * Based on an x/y offset determine the current drag direction. If both axis' offsets are lower\n * than the provided threshold, return `null`.\n *\n * @param offset - The x/y offset from origin.\n * @param lockThreshold - (Optional) - the minimum absolute offset before we can determine a drag direction.\n */\nfunction getCurrentDirection(offset, lockThreshold = 10) {\n    let direction = null;\n    if (Math.abs(offset.y) > lockThreshold) {\n        direction = \"y\";\n    }\n    else if (Math.abs(offset.x) > lockThreshold) {\n        direction = \"x\";\n    }\n    return direction;\n}\n\nexport { VisualElementDragControls, elementDragControls };\n","import { Feature } from '../../motion/features/Feature.mjs';\nimport { noop } from '../../utils/noop.mjs';\nimport { VisualElementDragControls } from './VisualElementDragControls.mjs';\n\nclass DragGesture extends Feature {\n    constructor(node) {\n        super(node);\n        this.removeGroupControls = noop;\n        this.removeListeners = noop;\n        this.controls = new VisualElementDragControls(node);\n    }\n    mount() {\n        // If we've been provided a DragControls for manual control over the drag gesture,\n        // subscribe this component to it on mount.\n        const { dragControls } = this.node.getProps();\n        if (dragControls) {\n            this.removeGroupControls = dragControls.subscribe(this.controls);\n        }\n        this.removeListeners = this.controls.addListeners() || noop;\n    }\n    unmount() {\n        this.removeGroupControls();\n        this.removeListeners();\n    }\n}\n\nexport { DragGesture };\n","import { PanSession } from './PanSession.mjs';\nimport { addPointerEvent } from '../../events/add-pointer-event.mjs';\nimport { Feature } from '../../motion/features/Feature.mjs';\nimport { noop } from '../../utils/noop.mjs';\nimport { frame } from '../../frameloop/frame.mjs';\n\nconst asyncHandler = (handler) => (event, info) => {\n    if (handler) {\n        frame.update(() => handler(event, info));\n    }\n};\nclass PanGesture extends Feature {\n    constructor() {\n        super(...arguments);\n        this.removePointerDownListener = noop;\n    }\n    onPointerDown(pointerDownEvent) {\n        this.session = new PanSession(pointerDownEvent, this.createPanHandlers(), { transformPagePoint: this.node.getTransformPagePoint() });\n    }\n    createPanHandlers() {\n        const { onPanSessionStart, onPanStart, onPan, onPanEnd } = this.node.getProps();\n        return {\n            onSessionStart: asyncHandler(onPanSessionStart),\n            onStart: asyncHandler(onPanStart),\n            onMove: onPan,\n            onEnd: (event, info) => {\n                delete this.session;\n                if (onPanEnd) {\n                    frame.update(() => onPanEnd(event, info));\n                }\n            },\n        };\n    }\n    mount() {\n        this.removePointerDownListener = addPointerEvent(this.node.current, \"pointerdown\", (event) => this.onPointerDown(event));\n    }\n    update() {\n        this.session && this.session.updateHandlers(this.createPanHandlers());\n    }\n    unmount() {\n        this.removePointerDownListener();\n        this.session && this.session.end();\n    }\n}\n\nexport { PanGesture };\n","import { DragGesture } from '../../gestures/drag/index.mjs';\nimport { PanGesture } from '../../gestures/pan/index.mjs';\nimport { MeasureLayout } from './layout/MeasureLayout.mjs';\nimport { HTMLProjectionNode } from '../../projection/node/HTMLProjectionNode.mjs';\n\nconst drag = {\n    pan: {\n        Feature: PanGesture,\n    },\n    drag: {\n        Feature: DragGesture,\n        ProjectionNode: HTMLProjectionNode,\n        MeasureLayout,\n    },\n};\n\nexport { drag };\n","import { addPointerEvent } from '../events/add-pointer-event.mjs';\nimport { pipe } from '../utils/pipe.mjs';\nimport { isDragActive } from './drag/utils/lock.mjs';\nimport { Feature } from '../motion/features/Feature.mjs';\nimport { frame } from '../frameloop/frame.mjs';\n\nfunction addHoverEvent(node, isActive) {\n    const eventName = \"pointer\" + (isActive ? \"enter\" : \"leave\");\n    const callbackName = \"onHover\" + (isActive ? \"Start\" : \"End\");\n    const handleEvent = (event, info) => {\n        if (event.type === \"touch\" || isDragActive())\n            return;\n        const props = node.getProps();\n        if (node.animationState && props.whileHover) {\n            node.animationState.setActive(\"whileHover\", isActive);\n        }\n        if (props[callbackName]) {\n            frame.update(() => props[callbackName](event, info));\n        }\n    };\n    return addPointerEvent(node.current, eventName, handleEvent, {\n        passive: !node.getProps()[callbackName],\n    });\n}\nclass HoverGesture extends Feature {\n    mount() {\n        this.unmount = pipe(addHoverEvent(this.node, true), addHoverEvent(this.node, false));\n    }\n    unmount() { }\n}\n\nexport { HoverGesture };\n","import { addDomEvent } from '../events/add-dom-event.mjs';\nimport { Feature } from '../motion/features/Feature.mjs';\nimport { pipe } from '../utils/pipe.mjs';\n\nclass FocusGesture extends Feature {\n    constructor() {\n        super(...arguments);\n        this.isActive = false;\n    }\n    onFocus() {\n        let isFocusVisible = false;\n        /**\n         * If this element doesn't match focus-visible then don't\n         * apply whileHover. But, if matches throws that focus-visible\n         * is not a valid selector then in that browser outline styles will be applied\n         * to the element by default and we want to match that behaviour with whileFocus.\n         */\n        try {\n            isFocusVisible = this.node.current.matches(\":focus-visible\");\n        }\n        catch (e) {\n            isFocusVisible = true;\n        }\n        if (!isFocusVisible || !this.node.animationState)\n            return;\n        this.node.animationState.setActive(\"whileFocus\", true);\n        this.isActive = true;\n    }\n    onBlur() {\n        if (!this.isActive || !this.node.animationState)\n            return;\n        this.node.animationState.setActive(\"whileFocus\", false);\n        this.isActive = false;\n    }\n    mount() {\n        this.unmount = pipe(addDomEvent(this.node.current, \"focus\", () => this.onFocus()), addDomEvent(this.node.current, \"blur\", () => this.onBlur()));\n    }\n    unmount() { }\n}\n\nexport { FocusGesture };\n","/**\n * Recursively traverse up the tree to check whether the provided child node\n * is the parent or a descendant of it.\n *\n * @param parent - Element to find\n * @param child - Element to test against parent\n */\nconst isNodeOrChild = (parent, child) => {\n    if (!child) {\n        return false;\n    }\n    else if (parent === child) {\n        return true;\n    }\n    else {\n        return isNodeOrChild(parent, child.parentElement);\n    }\n};\n\nexport { isNodeOrChild };\n","import { extractEventInfo } from '../events/event-info.mjs';\nimport { addDomEvent } from '../events/add-dom-event.mjs';\nimport { addPointerEvent } from '../events/add-pointer-event.mjs';\nimport { Feature } from '../motion/features/Feature.mjs';\nimport { pipe } from '../utils/pipe.mjs';\nimport { isDragActive } from './drag/utils/lock.mjs';\nimport { isNodeOrChild } from './utils/is-node-or-child.mjs';\nimport { noop } from '../utils/noop.mjs';\nimport { frame } from '../frameloop/frame.mjs';\n\nfunction fireSyntheticPointerEvent(name, handler) {\n    if (!handler)\n        return;\n    const syntheticPointerEvent = new PointerEvent(\"pointer\" + name);\n    handler(syntheticPointerEvent, extractEventInfo(syntheticPointerEvent));\n}\nclass PressGesture extends Feature {\n    constructor() {\n        super(...arguments);\n        this.removeStartListeners = noop;\n        this.removeEndListeners = noop;\n        this.removeAccessibleListeners = noop;\n        this.startPointerPress = (startEvent, startInfo) => {\n            this.removeEndListeners();\n            if (this.isPressing)\n                return;\n            const props = this.node.getProps();\n            const endPointerPress = (endEvent, endInfo) => {\n                if (!this.checkPressEnd())\n                    return;\n                const { onTap, onTapCancel } = this.node.getProps();\n                frame.update(() => {\n                    /**\n                     * We only count this as a tap gesture if the event.target is the same\n                     * as, or a child of, this component's element\n                     */\n                    !isNodeOrChild(this.node.current, endEvent.target)\n                        ? onTapCancel && onTapCancel(endEvent, endInfo)\n                        : onTap && onTap(endEvent, endInfo);\n                });\n            };\n            const removePointerUpListener = addPointerEvent(window, \"pointerup\", endPointerPress, { passive: !(props.onTap || props[\"onPointerUp\"]) });\n            const removePointerCancelListener = addPointerEvent(window, \"pointercancel\", (cancelEvent, cancelInfo) => this.cancelPress(cancelEvent, cancelInfo), { passive: !(props.onTapCancel || props[\"onPointerCancel\"]) });\n            this.removeEndListeners = pipe(removePointerUpListener, removePointerCancelListener);\n            this.startPress(startEvent, startInfo);\n        };\n        this.startAccessiblePress = () => {\n            const handleKeydown = (keydownEvent) => {\n                if (keydownEvent.key !== \"Enter\" || this.isPressing)\n                    return;\n                const handleKeyup = (keyupEvent) => {\n                    if (keyupEvent.key !== \"Enter\" || !this.checkPressEnd())\n                        return;\n                    fireSyntheticPointerEvent(\"up\", (event, info) => {\n                        const { onTap } = this.node.getProps();\n                        if (onTap) {\n                            frame.update(() => onTap(event, info));\n                        }\n                    });\n                };\n                this.removeEndListeners();\n                this.removeEndListeners = addDomEvent(this.node.current, \"keyup\", handleKeyup);\n                fireSyntheticPointerEvent(\"down\", (event, info) => {\n                    this.startPress(event, info);\n                });\n            };\n            const removeKeydownListener = addDomEvent(this.node.current, \"keydown\", handleKeydown);\n            const handleBlur = () => {\n                if (!this.isPressing)\n                    return;\n                fireSyntheticPointerEvent(\"cancel\", (cancelEvent, cancelInfo) => this.cancelPress(cancelEvent, cancelInfo));\n            };\n            const removeBlurListener = addDomEvent(this.node.current, \"blur\", handleBlur);\n            this.removeAccessibleListeners = pipe(removeKeydownListener, removeBlurListener);\n        };\n    }\n    startPress(event, info) {\n        this.isPressing = true;\n        const { onTapStart, whileTap } = this.node.getProps();\n        /**\n         * Ensure we trigger animations before firing event callback\n         */\n        if (whileTap && this.node.animationState) {\n            this.node.animationState.setActive(\"whileTap\", true);\n        }\n        if (onTapStart) {\n            frame.update(() => onTapStart(event, info));\n        }\n    }\n    checkPressEnd() {\n        this.removeEndListeners();\n        this.isPressing = false;\n        const props = this.node.getProps();\n        if (props.whileTap && this.node.animationState) {\n            this.node.animationState.setActive(\"whileTap\", false);\n        }\n        return !isDragActive();\n    }\n    cancelPress(event, info) {\n        if (!this.checkPressEnd())\n            return;\n        const { onTapCancel } = this.node.getProps();\n        if (onTapCancel) {\n            frame.update(() => onTapCancel(event, info));\n        }\n    }\n    mount() {\n        const props = this.node.getProps();\n        const removePointerListener = addPointerEvent(this.node.current, \"pointerdown\", this.startPointerPress, { passive: !(props.onTapStart || props[\"onPointerStart\"]) });\n        const removeFocusListener = addDomEvent(this.node.current, \"focus\", this.startAccessiblePress);\n        this.removeStartListeners = pipe(removePointerListener, removeFocusListener);\n    }\n    unmount() {\n        this.removeStartListeners();\n        this.removeEndListeners();\n        this.removeAccessibleListeners();\n    }\n}\n\nexport { PressGesture };\n","/**\n * Map an IntersectionHandler callback to an element. We only ever make one handler for one\n * element, so even though these handlers might all be triggered by different\n * observers, we can keep them in the same map.\n */\nconst observerCallbacks = new WeakMap();\n/**\n * Multiple observers can be created for multiple element/document roots. Each with\n * different settings. So here we store dictionaries of observers to each root,\n * using serialised settings (threshold/margin) as lookup keys.\n */\nconst observers = new WeakMap();\nconst fireObserverCallback = (entry) => {\n    const callback = observerCallbacks.get(entry.target);\n    callback && callback(entry);\n};\nconst fireAllObserverCallbacks = (entries) => {\n    entries.forEach(fireObserverCallback);\n};\nfunction initIntersectionObserver({ root, ...options }) {\n    const lookupRoot = root || document;\n    /**\n     * If we don't have an observer lookup map for this root, create one.\n     */\n    if (!observers.has(lookupRoot)) {\n        observers.set(lookupRoot, {});\n    }\n    const rootObservers = observers.get(lookupRoot);\n    const key = JSON.stringify(options);\n    /**\n     * If we don't have an observer for this combination of root and settings,\n     * create one.\n     */\n    if (!rootObservers[key]) {\n        rootObservers[key] = new IntersectionObserver(fireAllObserverCallbacks, { root, ...options });\n    }\n    return rootObservers[key];\n}\nfunction observeIntersection(element, options, callback) {\n    const rootInteresectionObserver = initIntersectionObserver(options);\n    observerCallbacks.set(element, callback);\n    rootInteresectionObserver.observe(element);\n    return () => {\n        observerCallbacks.delete(element);\n        rootInteresectionObserver.unobserve(element);\n    };\n}\n\nexport { observeIntersection };\n","import { Feature } from '../Feature.mjs';\nimport { observeIntersection } from './observers.mjs';\n\nconst thresholdNames = {\n    some: 0,\n    all: 1,\n};\nclass InViewFeature extends Feature {\n    constructor() {\n        super(...arguments);\n        this.hasEnteredView = false;\n        this.isInView = false;\n    }\n    startObserver() {\n        this.unmount();\n        const { viewport = {} } = this.node.getProps();\n        const { root, margin: rootMargin, amount = \"some\", once } = viewport;\n        const options = {\n            root: root ? root.current : undefined,\n            rootMargin,\n            threshold: typeof amount === \"number\" ? amount : thresholdNames[amount],\n        };\n        const onIntersectionUpdate = (entry) => {\n            const { isIntersecting } = entry;\n            /**\n             * If there's been no change in the viewport state, early return.\n             */\n            if (this.isInView === isIntersecting)\n                return;\n            this.isInView = isIntersecting;\n            /**\n             * Handle hasEnteredView. If this is only meant to run once, and\n             * element isn't visible, early return. Otherwise set hasEnteredView to true.\n             */\n            if (once && !isIntersecting && this.hasEnteredView) {\n                return;\n            }\n            else if (isIntersecting) {\n                this.hasEnteredView = true;\n            }\n            if (this.node.animationState) {\n                this.node.animationState.setActive(\"whileInView\", isIntersecting);\n            }\n            /**\n             * Use the latest committed props rather than the ones in scope\n             * when this observer is created\n             */\n            const { onViewportEnter, onViewportLeave } = this.node.getProps();\n            const callback = isIntersecting ? onViewportEnter : onViewportLeave;\n            callback && callback(entry);\n        };\n        return observeIntersection(this.node.current, options, onIntersectionUpdate);\n    }\n    mount() {\n        this.startObserver();\n    }\n    update() {\n        if (typeof IntersectionObserver === \"undefined\")\n            return;\n        const { props, prevProps } = this.node;\n        const hasOptionsChanged = [\"amount\", \"margin\", \"root\"].some(hasViewportOptionChanged(props, prevProps));\n        if (hasOptionsChanged) {\n            this.startObserver();\n        }\n    }\n    unmount() { }\n}\nfunction hasViewportOptionChanged({ viewport = {} }, { viewport: prevViewport = {} } = {}) {\n    return (name) => viewport[name] !== prevViewport[name];\n}\n\nexport { InViewFeature };\n","import { HoverGesture } from '../../gestures/hover.mjs';\nimport { FocusGesture } from '../../gestures/focus.mjs';\nimport { PressGesture } from '../../gestures/press.mjs';\nimport { InViewFeature } from './viewport/index.mjs';\n\nconst gestureAnimations = {\n    inView: {\n        Feature: InViewFeature,\n    },\n    tap: {\n        Feature: PressGesture,\n    },\n    focus: {\n        Feature: FocusGesture,\n    },\n    hover: {\n        Feature: HoverGesture,\n    },\n};\n\nexport { gestureAnimations };\n","import { HTMLProjectionNode } from '../../projection/node/HTMLProjectionNode.mjs';\nimport { MeasureLayout } from './layout/MeasureLayout.mjs';\n\nconst layout = {\n    layout: {\n        ProjectionNode: HTMLProjectionNode,\n        MeasureLayout,\n    },\n};\n\nexport { layout };\n","import { px } from '../../value/types/numbers/units.mjs';\n\nfunction pixelsToPercent(pixels, axis) {\n    if (axis.max === axis.min)\n        return 0;\n    return (pixels / (axis.max - axis.min)) * 100;\n}\n/**\n * We always correct borderRadius as a percentage rather than pixels to reduce paints.\n * For example, if you are projecting a box that is 100px wide with a 10px borderRadius\n * into a box that is 200px wide with a 20px borderRadius, that is actually a 10%\n * borderRadius in both states. If we animate between the two in pixels that will trigger\n * a paint each time. If we animate between the two in percentage we'll avoid a paint.\n */\nconst correctBorderRadius = {\n    correct: (latest, node) => {\n        if (!node.target)\n            return latest;\n        /**\n         * If latest is a string, if it's a percentage we can return immediately as it's\n         * going to be stretched appropriately. Otherwise, if it's a pixel, convert it to a number.\n         */\n        if (typeof latest === \"string\") {\n            if (px.test(latest)) {\n                latest = parseFloat(latest);\n            }\n            else {\n                return latest;\n            }\n        }\n        /**\n         * If latest is a number, it's a pixel value. We use the current viewportBox to calculate that\n         * pixel value as a percentage of each axis\n         */\n        const x = pixelsToPercent(latest, node.target.x);\n        const y = pixelsToPercent(latest, node.target.y);\n        return `${x}% ${y}%`;\n    },\n};\n\nexport { correctBorderRadius, pixelsToPercent };\n","import { mix } from '../../utils/mix.mjs';\nimport { complex } from '../../value/types/complex/index.mjs';\n\nconst correctBoxShadow = {\n    correct: (latest, { treeScale, projectionDelta }) => {\n        const original = latest;\n        const shadow = complex.parse(latest);\n        // TODO: Doesn't support multiple shadows\n        if (shadow.length > 5)\n            return original;\n        const template = complex.createTransformer(latest);\n        const offset = typeof shadow[0] !== \"number\" ? 1 : 0;\n        // Calculate the overall context scale\n        const xScale = projectionDelta.x.scale * treeScale.x;\n        const yScale = projectionDelta.y.scale * treeScale.y;\n        shadow[0 + offset] /= xScale;\n        shadow[1 + offset] /= yScale;\n        /**\n         * Ideally we'd correct x and y scales individually, but because blur and\n         * spread apply to both we have to take a scale average and apply that instead.\n         * We could potentially improve the outcome of this by incorporating the ratio between\n         * the two scales.\n         */\n        const averageScale = mix(xScale, yScale, 0.5);\n        // Blur\n        if (typeof shadow[2 + offset] === \"number\")\n            shadow[2 + offset] /= averageScale;\n        // Spread\n        if (typeof shadow[3 + offset] === \"number\")\n            shadow[3 + offset] /= averageScale;\n        return template(shadow);\n    },\n};\n\nexport { correctBoxShadow };\n","import React__default, { useContext } from 'react';\nimport { usePresence } from '../../../components/AnimatePresence/use-presence.mjs';\nimport { LayoutGroupContext } from '../../../context/LayoutGroupContext.mjs';\nimport { SwitchLayoutGroupContext } from '../../../context/SwitchLayoutGroupContext.mjs';\nimport { globalProjectionState } from '../../../projection/node/state.mjs';\nimport { correctBorderRadius } from '../../../projection/styles/scale-border-radius.mjs';\nimport { correctBoxShadow } from '../../../projection/styles/scale-box-shadow.mjs';\nimport { addScaleCorrector } from '../../../projection/styles/scale-correction.mjs';\nimport { frame } from '../../../frameloop/frame.mjs';\n\nclass MeasureLayoutWithContext extends React__default.Component {\n    /**\n     * This only mounts projection nodes for components that\n     * need measuring, we might want to do it for all components\n     * in order to incorporate transforms\n     */\n    componentDidMount() {\n        const { visualElement, layoutGroup, switchLayoutGroup, layoutId } = this.props;\n        const { projection } = visualElement;\n        addScaleCorrector(defaultScaleCorrectors);\n        if (projection) {\n            if (layoutGroup.group)\n                layoutGroup.group.add(projection);\n            if (switchLayoutGroup && switchLayoutGroup.register && layoutId) {\n                switchLayoutGroup.register(projection);\n            }\n            projection.root.didUpdate();\n            projection.addEventListener(\"animationComplete\", () => {\n                this.safeToRemove();\n            });\n            projection.setOptions({\n                ...projection.options,\n                onExitComplete: () => this.safeToRemove(),\n            });\n        }\n        globalProjectionState.hasEverUpdated = true;\n    }\n    getSnapshotBeforeUpdate(prevProps) {\n        const { layoutDependency, visualElement, drag, isPresent } = this.props;\n        const projection = visualElement.projection;\n        if (!projection)\n            return null;\n        /**\n         * TODO: We use this data in relegate to determine whether to\n         * promote a previous element. There's no guarantee its presence data\n         * will have updated by this point - if a bug like this arises it will\n         * have to be that we markForRelegation and then find a new lead some other way,\n         * perhaps in didUpdate\n         */\n        projection.isPresent = isPresent;\n        if (drag ||\n            prevProps.layoutDependency !== layoutDependency ||\n            layoutDependency === undefined) {\n            projection.willUpdate();\n        }\n        else {\n            this.safeToRemove();\n        }\n        if (prevProps.isPresent !== isPresent) {\n            if (isPresent) {\n                projection.promote();\n            }\n            else if (!projection.relegate()) {\n                /**\n                 * If there's another stack member taking over from this one,\n                 * it's in charge of the exit animation and therefore should\n                 * be in charge of the safe to remove. Otherwise we call it here.\n                 */\n                frame.postRender(() => {\n                    const stack = projection.getStack();\n                    if (!stack || !stack.members.length) {\n                        this.safeToRemove();\n                    }\n                });\n            }\n        }\n        return null;\n    }\n    componentDidUpdate() {\n        const { projection } = this.props.visualElement;\n        if (projection) {\n            projection.root.didUpdate();\n            queueMicrotask(() => {\n                if (!projection.currentAnimation && projection.isLead()) {\n                    this.safeToRemove();\n                }\n            });\n        }\n    }\n    componentWillUnmount() {\n        const { visualElement, layoutGroup, switchLayoutGroup: promoteContext, } = this.props;\n        const { projection } = visualElement;\n        if (projection) {\n            projection.scheduleCheckAfterUnmount();\n            if (layoutGroup && layoutGroup.group)\n                layoutGroup.group.remove(projection);\n            if (promoteContext && promoteContext.deregister)\n                promoteContext.deregister(projection);\n        }\n    }\n    safeToRemove() {\n        const { safeToRemove } = this.props;\n        safeToRemove && safeToRemove();\n    }\n    render() {\n        return null;\n    }\n}\nfunction MeasureLayout(props) {\n    const [isPresent, safeToRemove] = usePresence();\n    const layoutGroup = useContext(LayoutGroupContext);\n    return (React__default.createElement(MeasureLayoutWithContext, { ...props, layoutGroup: layoutGroup, switchLayoutGroup: useContext(SwitchLayoutGroupContext), isPresent: isPresent, safeToRemove: safeToRemove }));\n}\nconst defaultScaleCorrectors = {\n    borderRadius: {\n        ...correctBorderRadius,\n        applyTo: [\n            \"borderTopLeftRadius\",\n            \"borderTopRightRadius\",\n            \"borderBottomLeftRadius\",\n            \"borderBottomRightRadius\",\n        ],\n    },\n    borderTopLeftRadius: correctBorderRadius,\n    borderTopRightRadius: correctBorderRadius,\n    borderBottomLeftRadius: correctBorderRadius,\n    borderBottomRightRadius: correctBorderRadius,\n    boxShadow: correctBoxShadow,\n};\n\nexport { MeasureLayout };\n","import { useContext, useId, useEffect } from 'react';\nimport { PresenceContext } from '../../context/PresenceContext.mjs';\n\n/**\n * When a component is the child of `AnimatePresence`, it can use `usePresence`\n * to access information about whether it's still present in the React tree.\n *\n * ```jsx\n * import { usePresence } from \"framer-motion\"\n *\n * export const Component = () => {\n *   const [isPresent, safeToRemove] = usePresence()\n *\n *   useEffect(() => {\n *     !isPresent && setTimeout(safeToRemove, 1000)\n *   }, [isPresent])\n *\n *   return <div />\n * }\n * ```\n *\n * If `isPresent` is `false`, it means that a component has been removed the tree, but\n * `AnimatePresence` won't really remove it until `safeToRemove` has been called.\n *\n * @public\n */\nfunction usePresence() {\n    const context = useContext(PresenceContext);\n    if (context === null)\n        return [true, null];\n    const { isPresent, onExitComplete, register } = context;\n    // It's safe to call the following hooks conditionally (after an early return) because the context will always\n    // either be null or non-null for the lifespan of the component.\n    const id = useId();\n    useEffect(() => register(id), []);\n    const safeToRemove = () => onExitComplete && onExitComplete(id);\n    return !isPresent && onExitComplete ? [false, safeToRemove] : [true];\n}\n/**\n * Similar to `usePresence`, except `useIsPresent` simply returns whether or not the component is present.\n * There is no `safeToRemove` function.\n *\n * ```jsx\n * import { useIsPresent } from \"framer-motion\"\n *\n * export const Component = () => {\n *   const isPresent = useIsPresent()\n *\n *   useEffect(() => {\n *     !isPresent && console.log(\"I've been removed!\")\n *   }, [isPresent])\n *\n *   return <div />\n * }\n * ```\n *\n * @public\n */\nfunction useIsPresent() {\n    return isPresent(useContext(PresenceContext));\n}\nfunction isPresent(context) {\n    return context === null ? true : context.isPresent;\n}\n\nexport { isPresent, useIsPresent, usePresence };\n","import { scaleCorrectors } from '../../projection/styles/scale-correction.mjs';\nimport { transformProps } from '../../render/html/utils/transform.mjs';\n\nfunction isForcedMotionValue(key, { layout, layoutId }) {\n    return (transformProps.has(key) ||\n        key.startsWith(\"origin\") ||\n        ((layout || layoutId !== undefined) &&\n            (!!scaleCorrectors[key] || key === \"opacity\")));\n}\n\nexport { isForcedMotionValue };\n","/**\n * Bounding boxes tend to be defined as top, left, right, bottom. For various operations\n * it's easier to consider each axis individually. This function returns a bounding box\n * as a map of single-axis min/max values.\n */\nfunction convertBoundingBoxToBox({ top, left, right, bottom, }) {\n    return {\n        x: { min: left, max: right },\n        y: { min: top, max: bottom },\n    };\n}\nfunction convertBoxToBoundingBox({ x, y }) {\n    return { top: y.min, right: x.max, bottom: y.max, left: x.min };\n}\n/**\n * Applies a TransformPoint function to a bounding box. TransformPoint is usually a function\n * provided by Framer to allow measured points to be corrected for device scaling. This is used\n * when measuring DOM elements and DOM event points.\n */\nfunction transformBoxPoints(point, transformPoint) {\n    if (!transformPoint)\n        return point;\n    const topLeft = transformPoint({ x: point.left, y: point.top });\n    const bottomRight = transformPoint({ x: point.right, y: point.bottom });\n    return {\n        top: topLeft.y,\n        left: topLeft.x,\n        bottom: bottomRight.y,\n        right: bottomRight.x,\n    };\n}\n\nexport { convertBoundingBoxToBox, convertBoxToBoundingBox, transformBoxPoints };\n","import { mix } from '../../utils/mix.mjs';\nimport { hasTransform } from '../utils/has-transform.mjs';\n\n/**\n * Scales a point based on a factor and an originPoint\n */\nfunction scalePoint(point, scale, originPoint) {\n    const distanceFromOrigin = point - originPoint;\n    const scaled = scale * distanceFromOrigin;\n    return originPoint + scaled;\n}\n/**\n * Applies a translate/scale delta to a point\n */\nfunction applyPointDelta(point, translate, scale, originPoint, boxScale) {\n    if (boxScale !== undefined) {\n        point = scalePoint(point, boxScale, originPoint);\n    }\n    return scalePoint(point, scale, originPoint) + translate;\n}\n/**\n * Applies a translate/scale delta to an axis\n */\nfunction applyAxisDelta(axis, translate = 0, scale = 1, originPoint, boxScale) {\n    axis.min = applyPointDelta(axis.min, translate, scale, originPoint, boxScale);\n    axis.max = applyPointDelta(axis.max, translate, scale, originPoint, boxScale);\n}\n/**\n * Applies a translate/scale delta to a box\n */\nfunction applyBoxDelta(box, { x, y }) {\n    applyAxisDelta(box.x, x.translate, x.scale, x.originPoint);\n    applyAxisDelta(box.y, y.translate, y.scale, y.originPoint);\n}\n/**\n * Apply a tree of deltas to a box. We do this to calculate the effect of all the transforms\n * in a tree upon our box before then calculating how to project it into our desired viewport-relative box\n *\n * This is the final nested loop within updateLayoutDelta for future refactoring\n */\nfunction applyTreeDeltas(box, treeScale, treePath, isSharedTransition = false) {\n    const treeLength = treePath.length;\n    if (!treeLength)\n        return;\n    // Reset the treeScale\n    treeScale.x = treeScale.y = 1;\n    let node;\n    let delta;\n    for (let i = 0; i < treeLength; i++) {\n        node = treePath[i];\n        delta = node.projectionDelta;\n        /**\n         * TODO: Prefer to remove this, but currently we have motion components with\n         * display: contents in Framer.\n         */\n        const instance = node.instance;\n        if (instance &&\n            instance.style &&\n            instance.style.display === \"contents\") {\n            continue;\n        }\n        if (isSharedTransition &&\n            node.options.layoutScroll &&\n            node.scroll &&\n            node !== node.root) {\n            transformBox(box, {\n                x: -node.scroll.offset.x,\n                y: -node.scroll.offset.y,\n            });\n        }\n        if (delta) {\n            // Incoporate each ancestor's scale into a culmulative treeScale for this component\n            treeScale.x *= delta.x.scale;\n            treeScale.y *= delta.y.scale;\n            // Apply each ancestor's calculated delta into this component's recorded layout box\n            applyBoxDelta(box, delta);\n        }\n        if (isSharedTransition && hasTransform(node.latestValues)) {\n            transformBox(box, node.latestValues);\n        }\n    }\n    /**\n     * Snap tree scale back to 1 if it's within a non-perceivable threshold.\n     * This will help reduce useless scales getting rendered.\n     */\n    treeScale.x = snapToDefault(treeScale.x);\n    treeScale.y = snapToDefault(treeScale.y);\n}\nfunction snapToDefault(scale) {\n    if (Number.isInteger(scale))\n        return scale;\n    return scale > 1.0000000000001 || scale < 0.999999999999 ? scale : 1;\n}\nfunction translateAxis(axis, distance) {\n    axis.min = axis.min + distance;\n    axis.max = axis.max + distance;\n}\n/**\n * Apply a transform to an axis from the latest resolved motion values.\n * This function basically acts as a bridge between a flat motion value map\n * and applyAxisDelta\n */\nfunction transformAxis(axis, transforms, [key, scaleKey, originKey]) {\n    const axisOrigin = transforms[originKey] !== undefined ? transforms[originKey] : 0.5;\n    const originPoint = mix(axis.min, axis.max, axisOrigin);\n    // Apply the axis delta to the final axis\n    applyAxisDelta(axis, transforms[key], transforms[scaleKey], originPoint, transforms.scale);\n}\n/**\n * The names of the motion values we want to apply as translation, scale and origin.\n */\nconst xKeys = [\"x\", \"scaleX\", \"originX\"];\nconst yKeys = [\"y\", \"scaleY\", \"originY\"];\n/**\n * Apply a transform to a box from the latest resolved motion values.\n */\nfunction transformBox(box, transform) {\n    transformAxis(box.x, transform, xKeys);\n    transformAxis(box.y, transform, yKeys);\n}\n\nexport { applyAxisDelta, applyBoxDelta, applyPointDelta, applyTreeDeltas, scalePoint, transformAxis, transformBox, translateAxis };\n","import { mix } from '../../utils/mix.mjs';\n\nfunction calcLength(axis) {\n    return axis.max - axis.min;\n}\nfunction isNear(value, target = 0, maxDistance = 0.01) {\n    return Math.abs(value - target) <= maxDistance;\n}\nfunction calcAxisDelta(delta, source, target, origin = 0.5) {\n    delta.origin = origin;\n    delta.originPoint = mix(source.min, source.max, delta.origin);\n    delta.scale = calcLength(target) / calcLength(source);\n    if (isNear(delta.scale, 1, 0.0001) || isNaN(delta.scale))\n        delta.scale = 1;\n    delta.translate =\n        mix(target.min, target.max, delta.origin) - delta.originPoint;\n    if (isNear(delta.translate) || isNaN(delta.translate))\n        delta.translate = 0;\n}\nfunction calcBoxDelta(delta, source, target, origin) {\n    calcAxisDelta(delta.x, source.x, target.x, origin ? origin.originX : undefined);\n    calcAxisDelta(delta.y, source.y, target.y, origin ? origin.originY : undefined);\n}\nfunction calcRelativeAxis(target, relative, parent) {\n    target.min = parent.min + relative.min;\n    target.max = target.min + calcLength(relative);\n}\nfunction calcRelativeBox(target, relative, parent) {\n    calcRelativeAxis(target.x, relative.x, parent.x);\n    calcRelativeAxis(target.y, relative.y, parent.y);\n}\nfunction calcRelativeAxisPosition(target, layout, parent) {\n    target.min = layout.min - parent.min;\n    target.max = target.min + calcLength(layout);\n}\nfunction calcRelativePosition(target, layout, parent) {\n    calcRelativeAxisPosition(target.x, layout.x, parent.x);\n    calcRelativeAxisPosition(target.y, layout.y, parent.y);\n}\n\nexport { calcAxisDelta, calcBoxDelta, calcLength, calcRelativeAxis, calcRelativeAxisPosition, calcRelativeBox, calcRelativePosition, isNear };\n","const createAxisDelta = () => ({\n    translate: 0,\n    scale: 1,\n    origin: 0,\n    originPoint: 0,\n});\nconst createDelta = () => ({\n    x: createAxisDelta(),\n    y: createAxisDelta(),\n});\nconst createAxis = () => ({ min: 0, max: 0 });\nconst createBox = () => ({\n    x: createAxis(),\n    y: createAxis(),\n});\n\nexport { createAxis, createAxisDelta, createBox, createDelta };\n","import { circOut } from '../../easing/circ.mjs';\nimport { progress } from '../../utils/progress.mjs';\nimport { mix } from '../../utils/mix.mjs';\nimport { noop } from '../../utils/noop.mjs';\nimport { percent, px } from '../../value/types/numbers/units.mjs';\n\nconst borders = [\"TopLeft\", \"TopRight\", \"BottomLeft\", \"BottomRight\"];\nconst numBorders = borders.length;\nconst asNumber = (value) => typeof value === \"string\" ? parseFloat(value) : value;\nconst isPx = (value) => typeof value === \"number\" || px.test(value);\nfunction mixValues(target, follow, lead, progress, shouldCrossfadeOpacity, isOnlyMember) {\n    if (shouldCrossfadeOpacity) {\n        target.opacity = mix(0, \n        // TODO Reinstate this if only child\n        lead.opacity !== undefined ? lead.opacity : 1, easeCrossfadeIn(progress));\n        target.opacityExit = mix(follow.opacity !== undefined ? follow.opacity : 1, 0, easeCrossfadeOut(progress));\n    }\n    else if (isOnlyMember) {\n        target.opacity = mix(follow.opacity !== undefined ? follow.opacity : 1, lead.opacity !== undefined ? lead.opacity : 1, progress);\n    }\n    /**\n     * Mix border radius\n     */\n    for (let i = 0; i < numBorders; i++) {\n        const borderLabel = `border${borders[i]}Radius`;\n        let followRadius = getRadius(follow, borderLabel);\n        let leadRadius = getRadius(lead, borderLabel);\n        if (followRadius === undefined && leadRadius === undefined)\n            continue;\n        followRadius || (followRadius = 0);\n        leadRadius || (leadRadius = 0);\n        const canMix = followRadius === 0 ||\n            leadRadius === 0 ||\n            isPx(followRadius) === isPx(leadRadius);\n        if (canMix) {\n            target[borderLabel] = Math.max(mix(asNumber(followRadius), asNumber(leadRadius), progress), 0);\n            if (percent.test(leadRadius) || percent.test(followRadius)) {\n                target[borderLabel] += \"%\";\n            }\n        }\n        else {\n            target[borderLabel] = leadRadius;\n        }\n    }\n    /**\n     * Mix rotation\n     */\n    if (follow.rotate || lead.rotate) {\n        target.rotate = mix(follow.rotate || 0, lead.rotate || 0, progress);\n    }\n}\nfunction getRadius(values, radiusName) {\n    return values[radiusName] !== undefined\n        ? values[radiusName]\n        : values.borderRadius;\n}\n// /**\n//  * We only want to mix the background color if there's a follow element\n//  * that we're not crossfading opacity between. For instance with switch\n//  * AnimateSharedLayout animations, this helps the illusion of a continuous\n//  * element being animated but also cuts down on the number of paints triggered\n//  * for elements where opacity is doing that work for us.\n//  */\n// if (\n//     !hasFollowElement &&\n//     latestLeadValues.backgroundColor &&\n//     latestFollowValues.backgroundColor\n// ) {\n//     /**\n//      * This isn't ideal performance-wise as mixColor is creating a new function every frame.\n//      * We could probably create a mixer that runs at the start of the animation but\n//      * the idea behind the crossfader is that it runs dynamically between two potentially\n//      * changing targets (ie opacity or borderRadius may be animating independently via variants)\n//      */\n//     leadState.backgroundColor = followState.backgroundColor = mixColor(\n//         latestFollowValues.backgroundColor as string,\n//         latestLeadValues.backgroundColor as string\n//     )(p)\n// }\nconst easeCrossfadeIn = compress(0, 0.5, circOut);\nconst easeCrossfadeOut = compress(0.5, 0.95, noop);\nfunction compress(min, max, easing) {\n    return (p) => {\n        // Could replace ifs with clamp\n        if (p < min)\n            return 0;\n        if (p > max)\n            return 1;\n        return easing(progress(min, max, p));\n    };\n}\n\nexport { mixValues };\n","/**\n * Reset an axis to the provided origin box.\n *\n * This is a mutative operation.\n */\nfunction copyAxisInto(axis, originAxis) {\n    axis.min = originAxis.min;\n    axis.max = originAxis.max;\n}\n/**\n * Reset a box to the provided origin box.\n *\n * This is a mutative operation.\n */\nfunction copyBoxInto(box, originBox) {\n    copyAxisInto(box.x, originBox.x);\n    copyAxisInto(box.y, originBox.y);\n}\n\nexport { copyAxisInto, copyBoxInto };\n","import { mix } from '../../utils/mix.mjs';\nimport { percent } from '../../value/types/numbers/units.mjs';\nimport { scalePoint } from './delta-apply.mjs';\n\n/**\n * Remove a delta from a point. This is essentially the steps of applyPointDelta in reverse\n */\nfunction removePointDelta(point, translate, scale, originPoint, boxScale) {\n    point -= translate;\n    point = scalePoint(point, 1 / scale, originPoint);\n    if (boxScale !== undefined) {\n        point = scalePoint(point, 1 / boxScale, originPoint);\n    }\n    return point;\n}\n/**\n * Remove a delta from an axis. This is essentially the steps of applyAxisDelta in reverse\n */\nfunction removeAxisDelta(axis, translate = 0, scale = 1, origin = 0.5, boxScale, originAxis = axis, sourceAxis = axis) {\n    if (percent.test(translate)) {\n        translate = parseFloat(translate);\n        const relativeProgress = mix(sourceAxis.min, sourceAxis.max, translate / 100);\n        translate = relativeProgress - sourceAxis.min;\n    }\n    if (typeof translate !== \"number\")\n        return;\n    let originPoint = mix(originAxis.min, originAxis.max, origin);\n    if (axis === originAxis)\n        originPoint -= translate;\n    axis.min = removePointDelta(axis.min, translate, scale, originPoint, boxScale);\n    axis.max = removePointDelta(axis.max, translate, scale, originPoint, boxScale);\n}\n/**\n * Remove a transforms from an axis. This is essentially the steps of applyAxisTransforms in reverse\n * and acts as a bridge between motion values and removeAxisDelta\n */\nfunction removeAxisTransforms(axis, transforms, [key, scaleKey, originKey], origin, sourceAxis) {\n    removeAxisDelta(axis, transforms[key], transforms[scaleKey], transforms[originKey], transforms.scale, origin, sourceAxis);\n}\n/**\n * The names of the motion values we want to apply as translation, scale and origin.\n */\nconst xKeys = [\"x\", \"scaleX\", \"originX\"];\nconst yKeys = [\"y\", \"scaleY\", \"originY\"];\n/**\n * Remove a transforms from an box. This is essentially the steps of applyAxisBox in reverse\n * and acts as a bridge between motion values and removeAxisDelta\n */\nfunction removeBoxTransforms(box, transforms, originBox, sourceBox) {\n    removeAxisTransforms(box.x, transforms, xKeys, originBox ? originBox.x : undefined, sourceBox ? sourceBox.x : undefined);\n    removeAxisTransforms(box.y, transforms, yKeys, originBox ? originBox.y : undefined, sourceBox ? sourceBox.y : undefined);\n}\n\nexport { removeAxisDelta, removeAxisTransforms, removeBoxTransforms, removePointDelta };\n","import { calcLength } from './delta-calc.mjs';\n\nfunction isAxisDeltaZero(delta) {\n    return delta.translate === 0 && delta.scale === 1;\n}\nfunction isDeltaZero(delta) {\n    return isAxisDeltaZero(delta.x) && isAxisDeltaZero(delta.y);\n}\nfunction boxEquals(a, b) {\n    return (a.x.min === b.x.min &&\n        a.x.max === b.x.max &&\n        a.y.min === b.y.min &&\n        a.y.max === b.y.max);\n}\nfunction aspectRatio(box) {\n    return calcLength(box.x) / calcLength(box.y);\n}\n\nexport { aspectRatio, boxEquals, isDeltaZero };\n","import { addUniqueItem, removeItem } from '../../utils/array.mjs';\n\nclass NodeStack {\n    constructor() {\n        this.members = [];\n    }\n    add(node) {\n        addUniqueItem(this.members, node);\n        node.scheduleRender();\n    }\n    remove(node) {\n        removeItem(this.members, node);\n        if (node === this.prevLead) {\n            this.prevLead = undefined;\n        }\n        if (node === this.lead) {\n            const prevLead = this.members[this.members.length - 1];\n            if (prevLead) {\n                this.promote(prevLead);\n            }\n        }\n    }\n    relegate(node) {\n        const indexOfNode = this.members.findIndex((member) => node === member);\n        if (indexOfNode === 0)\n            return false;\n        /**\n         * Find the next projection node that is present\n         */\n        let prevLead;\n        for (let i = indexOfNode; i >= 0; i--) {\n            const member = this.members[i];\n            if (member.isPresent !== false) {\n                prevLead = member;\n                break;\n            }\n        }\n        if (prevLead) {\n            this.promote(prevLead);\n            return true;\n        }\n        else {\n            return false;\n        }\n    }\n    promote(node, preserveFollowOpacity) {\n        const prevLead = this.lead;\n        if (node === prevLead)\n            return;\n        this.prevLead = prevLead;\n        this.lead = node;\n        node.show();\n        if (prevLead) {\n            prevLead.instance && prevLead.scheduleRender();\n            node.scheduleRender();\n            node.resumeFrom = prevLead;\n            if (preserveFollowOpacity) {\n                node.resumeFrom.preserveOpacity = true;\n            }\n            if (prevLead.snapshot) {\n                node.snapshot = prevLead.snapshot;\n                node.snapshot.latestValues =\n                    prevLead.animationValues || prevLead.latestValues;\n            }\n            if (node.root && node.root.isUpdating) {\n                node.isLayoutDirty = true;\n            }\n            const { crossfade } = node.options;\n            if (crossfade === false) {\n                prevLead.hide();\n            }\n            /**\n             * TODO:\n             *   - Test border radius when previous node was deleted\n             *   - boxShadow mixing\n             *   - Shared between element A in scrolled container and element B (scroll stays the same or changes)\n             *   - Shared between element A in transformed container and element B (transform stays the same or changes)\n             *   - Shared between element A in scrolled page and element B (scroll stays the same or changes)\n             * ---\n             *   - Crossfade opacity of root nodes\n             *   - layoutId changes after animation\n             *   - layoutId changes mid animation\n             */\n        }\n    }\n    exitAnimationComplete() {\n        this.members.forEach((node) => {\n            const { options, resumingFrom } = node;\n            options.onExitComplete && options.onExitComplete();\n            if (resumingFrom) {\n                resumingFrom.options.onExitComplete &&\n                    resumingFrom.options.onExitComplete();\n            }\n        });\n    }\n    scheduleRender() {\n        this.members.forEach((node) => {\n            node.instance && node.scheduleRender(false);\n        });\n    }\n    /**\n     * Clear any leads that have been removed this render to prevent them from being\n     * used in future animations and to prevent memory leaks\n     */\n    removeLeadSnapshot() {\n        if (this.lead && this.lead.snapshot) {\n            this.lead.snapshot = undefined;\n        }\n    }\n}\n\nexport { NodeStack };\n","function buildProjectionTransform(delta, treeScale, latestTransform) {\n    let transform = \"\";\n    /**\n     * The translations we use to calculate are always relative to the viewport coordinate space.\n     * But when we apply scales, we also scale the coordinate space of an element and its children.\n     * For instance if we have a treeScale (the culmination of all parent scales) of 0.5 and we need\n     * to move an element 100 pixels, we actually need to move it 200 in within that scaled space.\n     */\n    const xTranslate = delta.x.translate / treeScale.x;\n    const yTranslate = delta.y.translate / treeScale.y;\n    if (xTranslate || yTranslate) {\n        transform = `translate3d(${xTranslate}px, ${yTranslate}px, 0) `;\n    }\n    /**\n     * Apply scale correction for the tree transform.\n     * This will apply scale to the screen-orientated axes.\n     */\n    if (treeScale.x !== 1 || treeScale.y !== 1) {\n        transform += `scale(${1 / treeScale.x}, ${1 / treeScale.y}) `;\n    }\n    if (latestTransform) {\n        const { rotate, rotateX, rotateY } = latestTransform;\n        if (rotate)\n            transform += `rotate(${rotate}deg) `;\n        if (rotateX)\n            transform += `rotateX(${rotateX}deg) `;\n        if (rotateY)\n            transform += `rotateY(${rotateY}deg) `;\n    }\n    /**\n     * Apply scale to match the size of the element to the size we want it.\n     * This will apply scale to the element-orientated axes.\n     */\n    const elementScaleX = delta.x.scale * treeScale.x;\n    const elementScaleY = delta.y.scale * treeScale.y;\n    if (elementScaleX !== 1 || elementScaleY !== 1) {\n        transform += `scale(${elementScaleX}, ${elementScaleY})`;\n    }\n    return transform || \"none\";\n}\n\nexport { buildProjectionTransform };\n","const compareByDepth = (a, b) => a.depth - b.depth;\n\nexport { compareByDepth };\n","import { addUniqueItem, removeItem } from '../../utils/array.mjs';\nimport { compareByDepth } from './compare-by-depth.mjs';\n\nclass FlatTree {\n    constructor() {\n        this.children = [];\n        this.isDirty = false;\n    }\n    add(child) {\n        addUniqueItem(this.children, child);\n        this.isDirty = true;\n    }\n    remove(child) {\n        removeItem(this.children, child);\n        this.isDirty = true;\n    }\n    forEach(callback) {\n        this.isDirty && this.children.sort(compareByDepth);\n        this.isDirty = false;\n        this.children.forEach(callback);\n    }\n}\n\nexport { FlatTree };\n","import { SubscriptionManager } from '../../utils/subscription-manager.mjs';\nimport { mixValues } from '../animation/mix-values.mjs';\nimport { copyBoxInto } from '../geometry/copy.mjs';\nimport { translateAxis, transformBox, applyBoxDelta, applyTreeDeltas } from '../geometry/delta-apply.mjs';\nimport { calcRelativePosition, calcRelativeBox, calcBoxDelta, calcLength, isNear } from '../geometry/delta-calc.mjs';\nimport { removeBoxTransforms } from '../geometry/delta-remove.mjs';\nimport { createBox, createDelta } from '../geometry/models.mjs';\nimport { getValueTransition } from '../../animation/utils/transitions.mjs';\nimport { boxEquals, isDeltaZero, aspectRatio } from '../geometry/utils.mjs';\nimport { NodeStack } from '../shared/stack.mjs';\nimport { scaleCorrectors } from '../styles/scale-correction.mjs';\nimport { buildProjectionTransform } from '../styles/transform.mjs';\nimport { eachAxis } from '../utils/each-axis.mjs';\nimport { hasTransform, hasScale, has2DTranslate } from '../utils/has-transform.mjs';\nimport { FlatTree } from '../../render/utils/flat-tree.mjs';\nimport { resolveMotionValue } from '../../value/utils/resolve-motion-value.mjs';\nimport { globalProjectionState } from './state.mjs';\nimport { delay } from '../../utils/delay.mjs';\nimport { mix } from '../../utils/mix.mjs';\nimport { record } from '../../debug/record.mjs';\nimport { isSVGElement } from '../../render/dom/utils/is-svg-element.mjs';\nimport { animateSingleValue } from '../../animation/interfaces/single-value.mjs';\nimport { clamp } from '../../utils/clamp.mjs';\nimport { cancelFrame, frameData, steps, frame } from '../../frameloop/frame.mjs';\n\nconst transformAxes = [\"\", \"X\", \"Y\", \"Z\"];\n/**\n * We use 1000 as the animation target as 0-1000 maps better to pixels than 0-1\n * which has a noticeable difference in spring animations\n */\nconst animationTarget = 1000;\nlet id = 0;\n/**\n * Use a mutable data object for debug data so as to not create a new\n * object every frame.\n */\nconst projectionFrameData = {\n    type: \"projectionFrame\",\n    totalNodes: 0,\n    resolvedTargetDeltas: 0,\n    recalculatedProjection: 0,\n};\nfunction createProjectionNode({ attachResizeListener, defaultParent, measureScroll, checkIsScrollRoot, resetTransform, }) {\n    return class ProjectionNode {\n        constructor(latestValues = {}, parent = defaultParent === null || defaultParent === void 0 ? void 0 : defaultParent()) {\n            /**\n             * A unique ID generated for every projection node.\n             */\n            this.id = id++;\n            /**\n             * An id that represents a unique session instigated by startUpdate.\n             */\n            this.animationId = 0;\n            /**\n             * A Set containing all this component's children. This is used to iterate\n             * through the children.\n             *\n             * TODO: This could be faster to iterate as a flat array stored on the root node.\n             */\n            this.children = new Set();\n            /**\n             * Options for the node. We use this to configure what kind of layout animations\n             * we should perform (if any).\n             */\n            this.options = {};\n            /**\n             * We use this to detect when its safe to shut down part of a projection tree.\n             * We have to keep projecting children for scale correction and relative projection\n             * until all their parents stop performing layout animations.\n             */\n            this.isTreeAnimating = false;\n            this.isAnimationBlocked = false;\n            /**\n             * Flag to true if we think this layout has been changed. We can't always know this,\n             * currently we set it to true every time a component renders, or if it has a layoutDependency\n             * if that has changed between renders. Additionally, components can be grouped by LayoutGroup\n             * and if one node is dirtied, they all are.\n             */\n            this.isLayoutDirty = false;\n            /**\n             * Flag to true if we think the projection calculations for this node needs\n             * recalculating as a result of an updated transform or layout animation.\n             */\n            this.isProjectionDirty = false;\n            /**\n             * Flag to true if the layout *or* transform has changed. This then gets propagated\n             * throughout the projection tree, forcing any element below to recalculate on the next frame.\n             */\n            this.isSharedProjectionDirty = false;\n            /**\n             * Flag transform dirty. This gets propagated throughout the whole tree but is only\n             * respected by shared nodes.\n             */\n            this.isTransformDirty = false;\n            /**\n             * Block layout updates for instant layout transitions throughout the tree.\n             */\n            this.updateManuallyBlocked = false;\n            this.updateBlockedByResize = false;\n            /**\n             * Set to true between the start of the first `willUpdate` call and the end of the `didUpdate`\n             * call.\n             */\n            this.isUpdating = false;\n            /**\n             * If this is an SVG element we currently disable projection transforms\n             */\n            this.isSVG = false;\n            /**\n             * Flag to true (during promotion) if a node doing an instant layout transition needs to reset\n             * its projection styles.\n             */\n            this.needsReset = false;\n            /**\n             * Flags whether this node should have its transform reset prior to measuring.\n             */\n            this.shouldResetTransform = false;\n            /**\n             * An object representing the calculated contextual/accumulated/tree scale.\n             * This will be used to scale calculcated projection transforms, as these are\n             * calculated in screen-space but need to be scaled for elements to layoutly\n             * make it to their calculated destinations.\n             *\n             * TODO: Lazy-init\n             */\n            this.treeScale = { x: 1, y: 1 };\n            /**\n             *\n             */\n            this.eventHandlers = new Map();\n            this.hasTreeAnimated = false;\n            // Note: Currently only running on root node\n            this.updateScheduled = false;\n            this.checkUpdateFailed = () => {\n                if (this.isUpdating) {\n                    this.isUpdating = false;\n                    this.clearAllSnapshots();\n                }\n            };\n            /**\n             * This is a multi-step process as shared nodes might be of different depths. Nodes\n             * are sorted by depth order, so we need to resolve the entire tree before moving to\n             * the next step.\n             */\n            this.updateProjection = () => {\n                /**\n                 * Reset debug counts. Manually resetting rather than creating a new\n                 * object each frame.\n                 */\n                projectionFrameData.totalNodes =\n                    projectionFrameData.resolvedTargetDeltas =\n                        projectionFrameData.recalculatedProjection =\n                            0;\n                this.nodes.forEach(propagateDirtyNodes);\n                this.nodes.forEach(resolveTargetDelta);\n                this.nodes.forEach(calcProjection);\n                this.nodes.forEach(cleanDirtyNodes);\n                record(projectionFrameData);\n            };\n            this.hasProjected = false;\n            this.isVisible = true;\n            this.animationProgress = 0;\n            /**\n             * Shared layout\n             */\n            // TODO Only running on root node\n            this.sharedNodes = new Map();\n            this.latestValues = latestValues;\n            this.root = parent ? parent.root || parent : this;\n            this.path = parent ? [...parent.path, parent] : [];\n            this.parent = parent;\n            this.depth = parent ? parent.depth + 1 : 0;\n            for (let i = 0; i < this.path.length; i++) {\n                this.path[i].shouldResetTransform = true;\n            }\n            if (this.root === this)\n                this.nodes = new FlatTree();\n        }\n        addEventListener(name, handler) {\n            if (!this.eventHandlers.has(name)) {\n                this.eventHandlers.set(name, new SubscriptionManager());\n            }\n            return this.eventHandlers.get(name).add(handler);\n        }\n        notifyListeners(name, ...args) {\n            const subscriptionManager = this.eventHandlers.get(name);\n            subscriptionManager && subscriptionManager.notify(...args);\n        }\n        hasListeners(name) {\n            return this.eventHandlers.has(name);\n        }\n        /**\n         * Lifecycles\n         */\n        mount(instance, isLayoutDirty = this.root.hasTreeAnimated) {\n            if (this.instance)\n                return;\n            this.isSVG = isSVGElement(instance);\n            this.instance = instance;\n            const { layoutId, layout, visualElement } = this.options;\n            if (visualElement && !visualElement.current) {\n                visualElement.mount(instance);\n            }\n            this.root.nodes.add(this);\n            this.parent && this.parent.children.add(this);\n            if (isLayoutDirty && (layout || layoutId)) {\n                this.isLayoutDirty = true;\n            }\n            if (attachResizeListener) {\n                let cancelDelay;\n                const resizeUnblockUpdate = () => (this.root.updateBlockedByResize = false);\n                attachResizeListener(instance, () => {\n                    this.root.updateBlockedByResize = true;\n                    cancelDelay && cancelDelay();\n                    cancelDelay = delay(resizeUnblockUpdate, 250);\n                    if (globalProjectionState.hasAnimatedSinceResize) {\n                        globalProjectionState.hasAnimatedSinceResize = false;\n                        this.nodes.forEach(finishAnimation);\n                    }\n                });\n            }\n            if (layoutId) {\n                this.root.registerSharedNode(layoutId, this);\n            }\n            // Only register the handler if it requires layout animation\n            if (this.options.animate !== false &&\n                visualElement &&\n                (layoutId || layout)) {\n                this.addEventListener(\"didUpdate\", ({ delta, hasLayoutChanged, hasRelativeTargetChanged, layout: newLayout, }) => {\n                    if (this.isTreeAnimationBlocked()) {\n                        this.target = undefined;\n                        this.relativeTarget = undefined;\n                        return;\n                    }\n                    // TODO: Check here if an animation exists\n                    const layoutTransition = this.options.transition ||\n                        visualElement.getDefaultTransition() ||\n                        defaultLayoutTransition;\n                    const { onLayoutAnimationStart, onLayoutAnimationComplete, } = visualElement.getProps();\n                    /**\n                     * The target layout of the element might stay the same,\n                     * but its position relative to its parent has changed.\n                     */\n                    const targetChanged = !this.targetLayout ||\n                        !boxEquals(this.targetLayout, newLayout) ||\n                        hasRelativeTargetChanged;\n                    /**\n                     * If the layout hasn't seemed to have changed, it might be that the\n                     * element is visually in the same place in the document but its position\n                     * relative to its parent has indeed changed. So here we check for that.\n                     */\n                    const hasOnlyRelativeTargetChanged = !hasLayoutChanged && hasRelativeTargetChanged;\n                    if (this.options.layoutRoot ||\n                        (this.resumeFrom && this.resumeFrom.instance) ||\n                        hasOnlyRelativeTargetChanged ||\n                        (hasLayoutChanged &&\n                            (targetChanged || !this.currentAnimation))) {\n                        if (this.resumeFrom) {\n                            this.resumingFrom = this.resumeFrom;\n                            this.resumingFrom.resumingFrom = undefined;\n                        }\n                        this.setAnimationOrigin(delta, hasOnlyRelativeTargetChanged);\n                        const animationOptions = {\n                            ...getValueTransition(layoutTransition, \"layout\"),\n                            onPlay: onLayoutAnimationStart,\n                            onComplete: onLayoutAnimationComplete,\n                        };\n                        if (visualElement.shouldReduceMotion ||\n                            this.options.layoutRoot) {\n                            animationOptions.delay = 0;\n                            animationOptions.type = false;\n                        }\n                        this.startAnimation(animationOptions);\n                    }\n                    else {\n                        /**\n                         * If the layout hasn't changed and we have an animation that hasn't started yet,\n                         * finish it immediately. Otherwise it will be animating from a location\n                         * that was probably never commited to screen and look like a jumpy box.\n                         */\n                        if (!hasLayoutChanged) {\n                            finishAnimation(this);\n                        }\n                        if (this.isLead() && this.options.onExitComplete) {\n                            this.options.onExitComplete();\n                        }\n                    }\n                    this.targetLayout = newLayout;\n                });\n            }\n        }\n        unmount() {\n            this.options.layoutId && this.willUpdate();\n            this.root.nodes.remove(this);\n            const stack = this.getStack();\n            stack && stack.remove(this);\n            this.parent && this.parent.children.delete(this);\n            this.instance = undefined;\n            cancelFrame(this.updateProjection);\n        }\n        // only on the root\n        blockUpdate() {\n            this.updateManuallyBlocked = true;\n        }\n        unblockUpdate() {\n            this.updateManuallyBlocked = false;\n        }\n        isUpdateBlocked() {\n            return this.updateManuallyBlocked || this.updateBlockedByResize;\n        }\n        isTreeAnimationBlocked() {\n            return (this.isAnimationBlocked ||\n                (this.parent && this.parent.isTreeAnimationBlocked()) ||\n                false);\n        }\n        // Note: currently only running on root node\n        startUpdate() {\n            if (this.isUpdateBlocked())\n                return;\n            this.isUpdating = true;\n            this.nodes && this.nodes.forEach(resetRotation);\n            this.animationId++;\n        }\n        getTransformTemplate() {\n            const { visualElement } = this.options;\n            return visualElement && visualElement.getProps().transformTemplate;\n        }\n        willUpdate(shouldNotifyListeners = true) {\n            this.root.hasTreeAnimated = true;\n            if (this.root.isUpdateBlocked()) {\n                this.options.onExitComplete && this.options.onExitComplete();\n                return;\n            }\n            !this.root.isUpdating && this.root.startUpdate();\n            if (this.isLayoutDirty)\n                return;\n            this.isLayoutDirty = true;\n            for (let i = 0; i < this.path.length; i++) {\n                const node = this.path[i];\n                node.shouldResetTransform = true;\n                node.updateScroll(\"snapshot\");\n                if (node.options.layoutRoot) {\n                    node.willUpdate(false);\n                }\n            }\n            const { layoutId, layout } = this.options;\n            if (layoutId === undefined && !layout)\n                return;\n            const transformTemplate = this.getTransformTemplate();\n            this.prevTransformTemplateValue = transformTemplate\n                ? transformTemplate(this.latestValues, \"\")\n                : undefined;\n            this.updateSnapshot();\n            shouldNotifyListeners && this.notifyListeners(\"willUpdate\");\n        }\n        update() {\n            this.updateScheduled = false;\n            const updateWasBlocked = this.isUpdateBlocked();\n            // When doing an instant transition, we skip the layout update,\n            // but should still clean up the measurements so that the next\n            // snapshot could be taken correctly.\n            if (updateWasBlocked) {\n                this.unblockUpdate();\n                this.clearAllSnapshots();\n                this.nodes.forEach(clearMeasurements);\n                return;\n            }\n            if (!this.isUpdating) {\n                this.nodes.forEach(clearIsLayoutDirty);\n            }\n            this.isUpdating = false;\n            /**\n             * Write\n             */\n            this.nodes.forEach(resetTransformStyle);\n            /**\n             * Read ==================\n             */\n            // Update layout measurements of updated children\n            this.nodes.forEach(updateLayout);\n            /**\n             * Write\n             */\n            // Notify listeners that the layout is updated\n            this.nodes.forEach(notifyLayoutUpdate);\n            this.clearAllSnapshots();\n            /**\n             * Manually flush any pending updates. Ideally\n             * we could leave this to the following requestAnimationFrame but this seems\n             * to leave a flash of incorrectly styled content.\n             */\n            const now = performance.now();\n            frameData.delta = clamp(0, 1000 / 60, now - frameData.timestamp);\n            frameData.timestamp = now;\n            frameData.isProcessing = true;\n            steps.update.process(frameData);\n            steps.preRender.process(frameData);\n            steps.render.process(frameData);\n            frameData.isProcessing = false;\n        }\n        didUpdate() {\n            if (!this.updateScheduled) {\n                this.updateScheduled = true;\n                queueMicrotask(() => this.update());\n            }\n        }\n        clearAllSnapshots() {\n            this.nodes.forEach(clearSnapshot);\n            this.sharedNodes.forEach(removeLeadSnapshots);\n        }\n        scheduleUpdateProjection() {\n            frame.preRender(this.updateProjection, false, true);\n        }\n        scheduleCheckAfterUnmount() {\n            /**\n             * If the unmounting node is in a layoutGroup and did trigger a willUpdate,\n             * we manually call didUpdate to give a chance to the siblings to animate.\n             * Otherwise, cleanup all snapshots to prevents future nodes from reusing them.\n             */\n            frame.postRender(() => {\n                if (this.isLayoutDirty) {\n                    this.root.didUpdate();\n                }\n                else {\n                    this.root.checkUpdateFailed();\n                }\n            });\n        }\n        /**\n         * Update measurements\n         */\n        updateSnapshot() {\n            if (this.snapshot || !this.instance)\n                return;\n            this.snapshot = this.measure();\n        }\n        updateLayout() {\n            if (!this.instance)\n                return;\n            // TODO: Incorporate into a forwarded scroll offset\n            this.updateScroll();\n            if (!(this.options.alwaysMeasureLayout && this.isLead()) &&\n                !this.isLayoutDirty) {\n                return;\n            }\n            /**\n             * When a node is mounted, it simply resumes from the prevLead's\n             * snapshot instead of taking a new one, but the ancestors scroll\n             * might have updated while the prevLead is unmounted. We need to\n             * update the scroll again to make sure the layout we measure is\n             * up to date.\n             */\n            if (this.resumeFrom && !this.resumeFrom.instance) {\n                for (let i = 0; i < this.path.length; i++) {\n                    const node = this.path[i];\n                    node.updateScroll();\n                }\n            }\n            const prevLayout = this.layout;\n            this.layout = this.measure(false);\n            this.layoutCorrected = createBox();\n            this.isLayoutDirty = false;\n            this.projectionDelta = undefined;\n            this.notifyListeners(\"measure\", this.layout.layoutBox);\n            const { visualElement } = this.options;\n            visualElement &&\n                visualElement.notify(\"LayoutMeasure\", this.layout.layoutBox, prevLayout ? prevLayout.layoutBox : undefined);\n        }\n        updateScroll(phase = \"measure\") {\n            let needsMeasurement = Boolean(this.options.layoutScroll && this.instance);\n            if (this.scroll &&\n                this.scroll.animationId === this.root.animationId &&\n                this.scroll.phase === phase) {\n                needsMeasurement = false;\n            }\n            if (needsMeasurement) {\n                this.scroll = {\n                    animationId: this.root.animationId,\n                    phase,\n                    isRoot: checkIsScrollRoot(this.instance),\n                    offset: measureScroll(this.instance),\n                };\n            }\n        }\n        resetTransform() {\n            if (!resetTransform)\n                return;\n            const isResetRequested = this.isLayoutDirty || this.shouldResetTransform;\n            const hasProjection = this.projectionDelta && !isDeltaZero(this.projectionDelta);\n            const transformTemplate = this.getTransformTemplate();\n            const transformTemplateValue = transformTemplate\n                ? transformTemplate(this.latestValues, \"\")\n                : undefined;\n            const transformTemplateHasChanged = transformTemplateValue !== this.prevTransformTemplateValue;\n            if (isResetRequested &&\n                (hasProjection ||\n                    hasTransform(this.latestValues) ||\n                    transformTemplateHasChanged)) {\n                resetTransform(this.instance, transformTemplateValue);\n                this.shouldResetTransform = false;\n                this.scheduleRender();\n            }\n        }\n        measure(removeTransform = true) {\n            const pageBox = this.measurePageBox();\n            let layoutBox = this.removeElementScroll(pageBox);\n            /**\n             * Measurements taken during the pre-render stage\n             * still have transforms applied so we remove them\n             * via calculation.\n             */\n            if (removeTransform) {\n                layoutBox = this.removeTransform(layoutBox);\n            }\n            roundBox(layoutBox);\n            return {\n                animationId: this.root.animationId,\n                measuredBox: pageBox,\n                layoutBox,\n                latestValues: {},\n                source: this.id,\n            };\n        }\n        measurePageBox() {\n            const { visualElement } = this.options;\n            if (!visualElement)\n                return createBox();\n            const box = visualElement.measureViewportBox();\n            // Remove viewport scroll to give page-relative coordinates\n            const { scroll } = this.root;\n            if (scroll) {\n                translateAxis(box.x, scroll.offset.x);\n                translateAxis(box.y, scroll.offset.y);\n            }\n            return box;\n        }\n        removeElementScroll(box) {\n            const boxWithoutScroll = createBox();\n            copyBoxInto(boxWithoutScroll, box);\n            /**\n             * Performance TODO: Keep a cumulative scroll offset down the tree\n             * rather than loop back up the path.\n             */\n            for (let i = 0; i < this.path.length; i++) {\n                const node = this.path[i];\n                const { scroll, options } = node;\n                if (node !== this.root && scroll && options.layoutScroll) {\n                    /**\n                     * If this is a new scroll root, we want to remove all previous scrolls\n                     * from the viewport box.\n                     */\n                    if (scroll.isRoot) {\n                        copyBoxInto(boxWithoutScroll, box);\n                        const { scroll: rootScroll } = this.root;\n                        /**\n                         * Undo the application of page scroll that was originally added\n                         * to the measured bounding box.\n                         */\n                        if (rootScroll) {\n                            translateAxis(boxWithoutScroll.x, -rootScroll.offset.x);\n                            translateAxis(boxWithoutScroll.y, -rootScroll.offset.y);\n                        }\n                    }\n                    translateAxis(boxWithoutScroll.x, scroll.offset.x);\n                    translateAxis(boxWithoutScroll.y, scroll.offset.y);\n                }\n            }\n            return boxWithoutScroll;\n        }\n        applyTransform(box, transformOnly = false) {\n            const withTransforms = createBox();\n            copyBoxInto(withTransforms, box);\n            for (let i = 0; i < this.path.length; i++) {\n                const node = this.path[i];\n                if (!transformOnly &&\n                    node.options.layoutScroll &&\n                    node.scroll &&\n                    node !== node.root) {\n                    transformBox(withTransforms, {\n                        x: -node.scroll.offset.x,\n                        y: -node.scroll.offset.y,\n                    });\n                }\n                if (!hasTransform(node.latestValues))\n                    continue;\n                transformBox(withTransforms, node.latestValues);\n            }\n            if (hasTransform(this.latestValues)) {\n                transformBox(withTransforms, this.latestValues);\n            }\n            return withTransforms;\n        }\n        removeTransform(box) {\n            const boxWithoutTransform = createBox();\n            copyBoxInto(boxWithoutTransform, box);\n            for (let i = 0; i < this.path.length; i++) {\n                const node = this.path[i];\n                if (!node.instance)\n                    continue;\n                if (!hasTransform(node.latestValues))\n                    continue;\n                hasScale(node.latestValues) && node.updateSnapshot();\n                const sourceBox = createBox();\n                const nodeBox = node.measurePageBox();\n                copyBoxInto(sourceBox, nodeBox);\n                removeBoxTransforms(boxWithoutTransform, node.latestValues, node.snapshot ? node.snapshot.layoutBox : undefined, sourceBox);\n            }\n            if (hasTransform(this.latestValues)) {\n                removeBoxTransforms(boxWithoutTransform, this.latestValues);\n            }\n            return boxWithoutTransform;\n        }\n        setTargetDelta(delta) {\n            this.targetDelta = delta;\n            this.root.scheduleUpdateProjection();\n            this.isProjectionDirty = true;\n        }\n        setOptions(options) {\n            this.options = {\n                ...this.options,\n                ...options,\n                crossfade: options.crossfade !== undefined ? options.crossfade : true,\n            };\n        }\n        clearMeasurements() {\n            this.scroll = undefined;\n            this.layout = undefined;\n            this.snapshot = undefined;\n            this.prevTransformTemplateValue = undefined;\n            this.targetDelta = undefined;\n            this.target = undefined;\n            this.isLayoutDirty = false;\n        }\n        forceRelativeParentToResolveTarget() {\n            if (!this.relativeParent)\n                return;\n            /**\n             * If the parent target isn't up-to-date, force it to update.\n             * This is an unfortunate de-optimisation as it means any updating relative\n             * projection will cause all the relative parents to recalculate back\n             * up the tree.\n             */\n            if (this.relativeParent.resolvedRelativeTargetAt !==\n                frameData.timestamp) {\n                this.relativeParent.resolveTargetDelta(true);\n            }\n        }\n        resolveTargetDelta(forceRecalculation = false) {\n            var _a;\n            /**\n             * Once the dirty status of nodes has been spread through the tree, we also\n             * need to check if we have a shared node of a different depth that has itself\n             * been dirtied.\n             */\n            const lead = this.getLead();\n            this.isProjectionDirty || (this.isProjectionDirty = lead.isProjectionDirty);\n            this.isTransformDirty || (this.isTransformDirty = lead.isTransformDirty);\n            this.isSharedProjectionDirty || (this.isSharedProjectionDirty = lead.isSharedProjectionDirty);\n            const isShared = Boolean(this.resumingFrom) || this !== lead;\n            /**\n             * We don't use transform for this step of processing so we don't\n             * need to check whether any nodes have changed transform.\n             */\n            const canSkip = !(forceRecalculation ||\n                (isShared && this.isSharedProjectionDirty) ||\n                this.isProjectionDirty ||\n                ((_a = this.parent) === null || _a === void 0 ? void 0 : _a.isProjectionDirty) ||\n                this.attemptToResolveRelativeTarget);\n            if (canSkip)\n                return;\n            const { layout, layoutId } = this.options;\n            /**\n             * If we have no layout, we can't perform projection, so early return\n             */\n            if (!this.layout || !(layout || layoutId))\n                return;\n            this.resolvedRelativeTargetAt = frameData.timestamp;\n            /**\n             * If we don't have a targetDelta but do have a layout, we can attempt to resolve\n             * a relativeParent. This will allow a component to perform scale correction\n             * even if no animation has started.\n             */\n            // TODO If this is unsuccessful this currently happens every frame\n            if (!this.targetDelta && !this.relativeTarget) {\n                // TODO: This is a semi-repetition of further down this function, make DRY\n                const relativeParent = this.getClosestProjectingParent();\n                if (relativeParent &&\n                    relativeParent.layout &&\n                    this.animationProgress !== 1) {\n                    this.relativeParent = relativeParent;\n                    this.forceRelativeParentToResolveTarget();\n                    this.relativeTarget = createBox();\n                    this.relativeTargetOrigin = createBox();\n                    calcRelativePosition(this.relativeTargetOrigin, this.layout.layoutBox, relativeParent.layout.layoutBox);\n                    copyBoxInto(this.relativeTarget, this.relativeTargetOrigin);\n                }\n                else {\n                    this.relativeParent = this.relativeTarget = undefined;\n                }\n            }\n            /**\n             * If we have no relative target or no target delta our target isn't valid\n             * for this frame.\n             */\n            if (!this.relativeTarget && !this.targetDelta)\n                return;\n            /**\n             * Lazy-init target data structure\n             */\n            if (!this.target) {\n                this.target = createBox();\n                this.targetWithTransforms = createBox();\n            }\n            /**\n             * If we've got a relative box for this component, resolve it into a target relative to the parent.\n             */\n            if (this.relativeTarget &&\n                this.relativeTargetOrigin &&\n                this.relativeParent &&\n                this.relativeParent.target) {\n                this.forceRelativeParentToResolveTarget();\n                calcRelativeBox(this.target, this.relativeTarget, this.relativeParent.target);\n                /**\n                 * If we've only got a targetDelta, resolve it into a target\n                 */\n            }\n            else if (this.targetDelta) {\n                if (Boolean(this.resumingFrom)) {\n                    // TODO: This is creating a new object every frame\n                    this.target = this.applyTransform(this.layout.layoutBox);\n                }\n                else {\n                    copyBoxInto(this.target, this.layout.layoutBox);\n                }\n                applyBoxDelta(this.target, this.targetDelta);\n            }\n            else {\n                /**\n                 * If no target, use own layout as target\n                 */\n                copyBoxInto(this.target, this.layout.layoutBox);\n            }\n            /**\n             * If we've been told to attempt to resolve a relative target, do so.\n             */\n            if (this.attemptToResolveRelativeTarget) {\n                this.attemptToResolveRelativeTarget = false;\n                const relativeParent = this.getClosestProjectingParent();\n                if (relativeParent &&\n                    Boolean(relativeParent.resumingFrom) ===\n                        Boolean(this.resumingFrom) &&\n                    !relativeParent.options.layoutScroll &&\n                    relativeParent.target &&\n                    this.animationProgress !== 1) {\n                    this.relativeParent = relativeParent;\n                    this.forceRelativeParentToResolveTarget();\n                    this.relativeTarget = createBox();\n                    this.relativeTargetOrigin = createBox();\n                    calcRelativePosition(this.relativeTargetOrigin, this.target, relativeParent.target);\n                    copyBoxInto(this.relativeTarget, this.relativeTargetOrigin);\n                }\n                else {\n                    this.relativeParent = this.relativeTarget = undefined;\n                }\n            }\n            /**\n             * Increase debug counter for resolved target deltas\n             */\n            projectionFrameData.resolvedTargetDeltas++;\n        }\n        getClosestProjectingParent() {\n            if (!this.parent ||\n                hasScale(this.parent.latestValues) ||\n                has2DTranslate(this.parent.latestValues)) {\n                return undefined;\n            }\n            if (this.parent.isProjecting()) {\n                return this.parent;\n            }\n            else {\n                return this.parent.getClosestProjectingParent();\n            }\n        }\n        isProjecting() {\n            return Boolean((this.relativeTarget ||\n                this.targetDelta ||\n                this.options.layoutRoot) &&\n                this.layout);\n        }\n        calcProjection() {\n            var _a;\n            const lead = this.getLead();\n            const isShared = Boolean(this.resumingFrom) || this !== lead;\n            let canSkip = true;\n            /**\n             * If this is a normal layout animation and neither this node nor its nearest projecting\n             * is dirty then we can't skip.\n             */\n            if (this.isProjectionDirty || ((_a = this.parent) === null || _a === void 0 ? void 0 : _a.isProjectionDirty)) {\n                canSkip = false;\n            }\n            /**\n             * If this is a shared layout animation and this node's shared projection is dirty then\n             * we can't skip.\n             */\n            if (isShared &&\n                (this.isSharedProjectionDirty || this.isTransformDirty)) {\n                canSkip = false;\n            }\n            /**\n             * If we have resolved the target this frame we must recalculate the\n             * projection to ensure it visually represents the internal calculations.\n             */\n            if (this.resolvedRelativeTargetAt === frameData.timestamp) {\n                canSkip = false;\n            }\n            if (canSkip)\n                return;\n            const { layout, layoutId } = this.options;\n            /**\n             * If this section of the tree isn't animating we can\n             * delete our target sources for the following frame.\n             */\n            this.isTreeAnimating = Boolean((this.parent && this.parent.isTreeAnimating) ||\n                this.currentAnimation ||\n                this.pendingAnimation);\n            if (!this.isTreeAnimating) {\n                this.targetDelta = this.relativeTarget = undefined;\n            }\n            if (!this.layout || !(layout || layoutId))\n                return;\n            /**\n             * Reset the corrected box with the latest values from box, as we're then going\n             * to perform mutative operations on it.\n             */\n            copyBoxInto(this.layoutCorrected, this.layout.layoutBox);\n            /**\n             * Record previous tree scales before updating.\n             */\n            const prevTreeScaleX = this.treeScale.x;\n            const prevTreeScaleY = this.treeScale.y;\n            /**\n             * Apply all the parent deltas to this box to produce the corrected box. This\n             * is the layout box, as it will appear on screen as a result of the transforms of its parents.\n             */\n            applyTreeDeltas(this.layoutCorrected, this.treeScale, this.path, isShared);\n            /**\n             * If this layer needs to perform scale correction but doesn't have a target,\n             * use the layout as the target.\n             */\n            if (lead.layout &&\n                !lead.target &&\n                (this.treeScale.x !== 1 || this.treeScale.y !== 1)) {\n                lead.target = lead.layout.layoutBox;\n            }\n            const { target } = lead;\n            if (!target) {\n                /**\n                 * If we don't have a target to project into, but we were previously\n                 * projecting, we want to remove the stored transform and schedule\n                 * a render to ensure the elements reflect the removed transform.\n                 */\n                if (this.projectionTransform) {\n                    this.projectionDelta = createDelta();\n                    this.projectionTransform = \"none\";\n                    this.scheduleRender();\n                }\n                return;\n            }\n            if (!this.projectionDelta) {\n                this.projectionDelta = createDelta();\n                this.projectionDeltaWithTransform = createDelta();\n            }\n            const prevProjectionTransform = this.projectionTransform;\n            /**\n             * Update the delta between the corrected box and the target box before user-set transforms were applied.\n             * This will allow us to calculate the corrected borderRadius and boxShadow to compensate\n             * for our layout reprojection, but still allow them to be scaled correctly by the user.\n             * It might be that to simplify this we may want to accept that user-set scale is also corrected\n             * and we wouldn't have to keep and calc both deltas, OR we could support a user setting\n             * to allow people to choose whether these styles are corrected based on just the\n             * layout reprojection or the final bounding box.\n             */\n            calcBoxDelta(this.projectionDelta, this.layoutCorrected, target, this.latestValues);\n            this.projectionTransform = buildProjectionTransform(this.projectionDelta, this.treeScale);\n            if (this.projectionTransform !== prevProjectionTransform ||\n                this.treeScale.x !== prevTreeScaleX ||\n                this.treeScale.y !== prevTreeScaleY) {\n                this.hasProjected = true;\n                this.scheduleRender();\n                this.notifyListeners(\"projectionUpdate\", target);\n            }\n            /**\n             * Increase debug counter for recalculated projections\n             */\n            projectionFrameData.recalculatedProjection++;\n        }\n        hide() {\n            this.isVisible = false;\n            // TODO: Schedule render\n        }\n        show() {\n            this.isVisible = true;\n            // TODO: Schedule render\n        }\n        scheduleRender(notifyAll = true) {\n            this.options.scheduleRender && this.options.scheduleRender();\n            if (notifyAll) {\n                const stack = this.getStack();\n                stack && stack.scheduleRender();\n            }\n            if (this.resumingFrom && !this.resumingFrom.instance) {\n                this.resumingFrom = undefined;\n            }\n        }\n        setAnimationOrigin(delta, hasOnlyRelativeTargetChanged = false) {\n            const snapshot = this.snapshot;\n            const snapshotLatestValues = snapshot\n                ? snapshot.latestValues\n                : {};\n            const mixedValues = { ...this.latestValues };\n            const targetDelta = createDelta();\n            if (!this.relativeParent ||\n                !this.relativeParent.options.layoutRoot) {\n                this.relativeTarget = this.relativeTargetOrigin = undefined;\n            }\n            this.attemptToResolveRelativeTarget = !hasOnlyRelativeTargetChanged;\n            const relativeLayout = createBox();\n            const snapshotSource = snapshot ? snapshot.source : undefined;\n            const layoutSource = this.layout ? this.layout.source : undefined;\n            const isSharedLayoutAnimation = snapshotSource !== layoutSource;\n            const stack = this.getStack();\n            const isOnlyMember = !stack || stack.members.length <= 1;\n            const shouldCrossfadeOpacity = Boolean(isSharedLayoutAnimation &&\n                !isOnlyMember &&\n                this.options.crossfade === true &&\n                !this.path.some(hasOpacityCrossfade));\n            this.animationProgress = 0;\n            let prevRelativeTarget;\n            this.mixTargetDelta = (latest) => {\n                const progress = latest / 1000;\n                mixAxisDelta(targetDelta.x, delta.x, progress);\n                mixAxisDelta(targetDelta.y, delta.y, progress);\n                this.setTargetDelta(targetDelta);\n                if (this.relativeTarget &&\n                    this.relativeTargetOrigin &&\n                    this.layout &&\n                    this.relativeParent &&\n                    this.relativeParent.layout) {\n                    calcRelativePosition(relativeLayout, this.layout.layoutBox, this.relativeParent.layout.layoutBox);\n                    mixBox(this.relativeTarget, this.relativeTargetOrigin, relativeLayout, progress);\n                    /**\n                     * If this is an unchanged relative target we can consider the\n                     * projection not dirty.\n                     */\n                    if (prevRelativeTarget &&\n                        boxEquals(this.relativeTarget, prevRelativeTarget)) {\n                        this.isProjectionDirty = false;\n                    }\n                    if (!prevRelativeTarget)\n                        prevRelativeTarget = createBox();\n                    copyBoxInto(prevRelativeTarget, this.relativeTarget);\n                }\n                if (isSharedLayoutAnimation) {\n                    this.animationValues = mixedValues;\n                    mixValues(mixedValues, snapshotLatestValues, this.latestValues, progress, shouldCrossfadeOpacity, isOnlyMember);\n                }\n                this.root.scheduleUpdateProjection();\n                this.scheduleRender();\n                this.animationProgress = progress;\n            };\n            this.mixTargetDelta(this.options.layoutRoot ? 1000 : 0);\n        }\n        startAnimation(options) {\n            this.notifyListeners(\"animationStart\");\n            this.currentAnimation && this.currentAnimation.stop();\n            if (this.resumingFrom && this.resumingFrom.currentAnimation) {\n                this.resumingFrom.currentAnimation.stop();\n            }\n            if (this.pendingAnimation) {\n                cancelFrame(this.pendingAnimation);\n                this.pendingAnimation = undefined;\n            }\n            /**\n             * Start the animation in the next frame to have a frame with progress 0,\n             * where the target is the same as when the animation started, so we can\n             * calculate the relative positions correctly for instant transitions.\n             */\n            this.pendingAnimation = frame.update(() => {\n                globalProjectionState.hasAnimatedSinceResize = true;\n                this.currentAnimation = animateSingleValue(0, animationTarget, {\n                    ...options,\n                    onUpdate: (latest) => {\n                        this.mixTargetDelta(latest);\n                        options.onUpdate && options.onUpdate(latest);\n                    },\n                    onComplete: () => {\n                        options.onComplete && options.onComplete();\n                        this.completeAnimation();\n                    },\n                });\n                if (this.resumingFrom) {\n                    this.resumingFrom.currentAnimation = this.currentAnimation;\n                }\n                this.pendingAnimation = undefined;\n            });\n        }\n        completeAnimation() {\n            if (this.resumingFrom) {\n                this.resumingFrom.currentAnimation = undefined;\n                this.resumingFrom.preserveOpacity = undefined;\n            }\n            const stack = this.getStack();\n            stack && stack.exitAnimationComplete();\n            this.resumingFrom =\n                this.currentAnimation =\n                    this.animationValues =\n                        undefined;\n            this.notifyListeners(\"animationComplete\");\n        }\n        finishAnimation() {\n            if (this.currentAnimation) {\n                this.mixTargetDelta && this.mixTargetDelta(animationTarget);\n                this.currentAnimation.stop();\n            }\n            this.completeAnimation();\n        }\n        applyTransformsToTarget() {\n            const lead = this.getLead();\n            let { targetWithTransforms, target, layout, latestValues } = lead;\n            if (!targetWithTransforms || !target || !layout)\n                return;\n            /**\n             * If we're only animating position, and this element isn't the lead element,\n             * then instead of projecting into the lead box we instead want to calculate\n             * a new target that aligns the two boxes but maintains the layout shape.\n             */\n            if (this !== lead &&\n                this.layout &&\n                layout &&\n                shouldAnimatePositionOnly(this.options.animationType, this.layout.layoutBox, layout.layoutBox)) {\n                target = this.target || createBox();\n                const xLength = calcLength(this.layout.layoutBox.x);\n                target.x.min = lead.target.x.min;\n                target.x.max = target.x.min + xLength;\n                const yLength = calcLength(this.layout.layoutBox.y);\n                target.y.min = lead.target.y.min;\n                target.y.max = target.y.min + yLength;\n            }\n            copyBoxInto(targetWithTransforms, target);\n            /**\n             * Apply the latest user-set transforms to the targetBox to produce the targetBoxFinal.\n             * This is the final box that we will then project into by calculating a transform delta and\n             * applying it to the corrected box.\n             */\n            transformBox(targetWithTransforms, latestValues);\n            /**\n             * Update the delta between the corrected box and the final target box, after\n             * user-set transforms are applied to it. This will be used by the renderer to\n             * create a transform style that will reproject the element from its layout layout\n             * into the desired bounding box.\n             */\n            calcBoxDelta(this.projectionDeltaWithTransform, this.layoutCorrected, targetWithTransforms, latestValues);\n        }\n        registerSharedNode(layoutId, node) {\n            if (!this.sharedNodes.has(layoutId)) {\n                this.sharedNodes.set(layoutId, new NodeStack());\n            }\n            const stack = this.sharedNodes.get(layoutId);\n            stack.add(node);\n            const config = node.options.initialPromotionConfig;\n            node.promote({\n                transition: config ? config.transition : undefined,\n                preserveFollowOpacity: config && config.shouldPreserveFollowOpacity\n                    ? config.shouldPreserveFollowOpacity(node)\n                    : undefined,\n            });\n        }\n        isLead() {\n            const stack = this.getStack();\n            return stack ? stack.lead === this : true;\n        }\n        getLead() {\n            var _a;\n            const { layoutId } = this.options;\n            return layoutId ? ((_a = this.getStack()) === null || _a === void 0 ? void 0 : _a.lead) || this : this;\n        }\n        getPrevLead() {\n            var _a;\n            const { layoutId } = this.options;\n            return layoutId ? (_a = this.getStack()) === null || _a === void 0 ? void 0 : _a.prevLead : undefined;\n        }\n        getStack() {\n            const { layoutId } = this.options;\n            if (layoutId)\n                return this.root.sharedNodes.get(layoutId);\n        }\n        promote({ needsReset, transition, preserveFollowOpacity, } = {}) {\n            const stack = this.getStack();\n            if (stack)\n                stack.promote(this, preserveFollowOpacity);\n            if (needsReset) {\n                this.projectionDelta = undefined;\n                this.needsReset = true;\n            }\n            if (transition)\n                this.setOptions({ transition });\n        }\n        relegate() {\n            const stack = this.getStack();\n            if (stack) {\n                return stack.relegate(this);\n            }\n            else {\n                return false;\n            }\n        }\n        resetRotation() {\n            const { visualElement } = this.options;\n            if (!visualElement)\n                return;\n            // If there's no detected rotation values, we can early return without a forced render.\n            let hasRotate = false;\n            /**\n             * An unrolled check for rotation values. Most elements don't have any rotation and\n             * skipping the nested loop and new object creation is 50% faster.\n             */\n            const { latestValues } = visualElement;\n            if (latestValues.rotate ||\n                latestValues.rotateX ||\n                latestValues.rotateY ||\n                latestValues.rotateZ) {\n                hasRotate = true;\n            }\n            // If there's no rotation values, we don't need to do any more.\n            if (!hasRotate)\n                return;\n            const resetValues = {};\n            // Check the rotate value of all axes and reset to 0\n            for (let i = 0; i < transformAxes.length; i++) {\n                const key = \"rotate\" + transformAxes[i];\n                // Record the rotation and then temporarily set it to 0\n                if (latestValues[key]) {\n                    resetValues[key] = latestValues[key];\n                    visualElement.setStaticValue(key, 0);\n                }\n            }\n            // Force a render of this element to apply the transform with all rotations\n            // set to 0.\n            visualElement.render();\n            // Put back all the values we reset\n            for (const key in resetValues) {\n                visualElement.setStaticValue(key, resetValues[key]);\n            }\n            // Schedule a render for the next frame. This ensures we won't visually\n            // see the element with the reset rotate value applied.\n            visualElement.scheduleRender();\n        }\n        getProjectionStyles(styleProp = {}) {\n            var _a, _b;\n            // TODO: Return lifecycle-persistent object\n            const styles = {};\n            if (!this.instance || this.isSVG)\n                return styles;\n            if (!this.isVisible) {\n                return { visibility: \"hidden\" };\n            }\n            else {\n                styles.visibility = \"\";\n            }\n            const transformTemplate = this.getTransformTemplate();\n            if (this.needsReset) {\n                this.needsReset = false;\n                styles.opacity = \"\";\n                styles.pointerEvents =\n                    resolveMotionValue(styleProp.pointerEvents) || \"\";\n                styles.transform = transformTemplate\n                    ? transformTemplate(this.latestValues, \"\")\n                    : \"none\";\n                return styles;\n            }\n            const lead = this.getLead();\n            if (!this.projectionDelta || !this.layout || !lead.target) {\n                const emptyStyles = {};\n                if (this.options.layoutId) {\n                    emptyStyles.opacity =\n                        this.latestValues.opacity !== undefined\n                            ? this.latestValues.opacity\n                            : 1;\n                    emptyStyles.pointerEvents =\n                        resolveMotionValue(styleProp.pointerEvents) || \"\";\n                }\n                if (this.hasProjected && !hasTransform(this.latestValues)) {\n                    emptyStyles.transform = transformTemplate\n                        ? transformTemplate({}, \"\")\n                        : \"none\";\n                    this.hasProjected = false;\n                }\n                return emptyStyles;\n            }\n            const valuesToRender = lead.animationValues || lead.latestValues;\n            this.applyTransformsToTarget();\n            styles.transform = buildProjectionTransform(this.projectionDeltaWithTransform, this.treeScale, valuesToRender);\n            if (transformTemplate) {\n                styles.transform = transformTemplate(valuesToRender, styles.transform);\n            }\n            const { x, y } = this.projectionDelta;\n            styles.transformOrigin = `${x.origin * 100}% ${y.origin * 100}% 0`;\n            if (lead.animationValues) {\n                /**\n                 * If the lead component is animating, assign this either the entering/leaving\n                 * opacity\n                 */\n                styles.opacity =\n                    lead === this\n                        ? (_b = (_a = valuesToRender.opacity) !== null && _a !== void 0 ? _a : this.latestValues.opacity) !== null && _b !== void 0 ? _b : 1\n                        : this.preserveOpacity\n                            ? this.latestValues.opacity\n                            : valuesToRender.opacityExit;\n            }\n            else {\n                /**\n                 * Or we're not animating at all, set the lead component to its layout\n                 * opacity and other components to hidden.\n                 */\n                styles.opacity =\n                    lead === this\n                        ? valuesToRender.opacity !== undefined\n                            ? valuesToRender.opacity\n                            : \"\"\n                        : valuesToRender.opacityExit !== undefined\n                            ? valuesToRender.opacityExit\n                            : 0;\n            }\n            /**\n             * Apply scale correction\n             */\n            for (const key in scaleCorrectors) {\n                if (valuesToRender[key] === undefined)\n                    continue;\n                const { correct, applyTo } = scaleCorrectors[key];\n                /**\n                 * Only apply scale correction to the value if we have an\n                 * active projection transform. Otherwise these values become\n                 * vulnerable to distortion if the element changes size without\n                 * a corresponding layout animation.\n                 */\n                const corrected = styles.transform === \"none\"\n                    ? valuesToRender[key]\n                    : correct(valuesToRender[key], lead);\n                if (applyTo) {\n                    const num = applyTo.length;\n                    for (let i = 0; i < num; i++) {\n                        styles[applyTo[i]] = corrected;\n                    }\n                }\n                else {\n                    styles[key] = corrected;\n                }\n            }\n            /**\n             * Disable pointer events on follow components. This is to ensure\n             * that if a follow component covers a lead component it doesn't block\n             * pointer events on the lead.\n             */\n            if (this.options.layoutId) {\n                styles.pointerEvents =\n                    lead === this\n                        ? resolveMotionValue(styleProp.pointerEvents) || \"\"\n                        : \"none\";\n            }\n            return styles;\n        }\n        clearSnapshot() {\n            this.resumeFrom = this.snapshot = undefined;\n        }\n        // Only run on root\n        resetTree() {\n            this.root.nodes.forEach((node) => { var _a; return (_a = node.currentAnimation) === null || _a === void 0 ? void 0 : _a.stop(); });\n            this.root.nodes.forEach(clearMeasurements);\n            this.root.sharedNodes.clear();\n        }\n    };\n}\nfunction updateLayout(node) {\n    node.updateLayout();\n}\nfunction notifyLayoutUpdate(node) {\n    var _a;\n    const snapshot = ((_a = node.resumeFrom) === null || _a === void 0 ? void 0 : _a.snapshot) || node.snapshot;\n    if (node.isLead() &&\n        node.layout &&\n        snapshot &&\n        node.hasListeners(\"didUpdate\")) {\n        const { layoutBox: layout, measuredBox: measuredLayout } = node.layout;\n        const { animationType } = node.options;\n        const isShared = snapshot.source !== node.layout.source;\n        // TODO Maybe we want to also resize the layout snapshot so we don't trigger\n        // animations for instance if layout=\"size\" and an element has only changed position\n        if (animationType === \"size\") {\n            eachAxis((axis) => {\n                const axisSnapshot = isShared\n                    ? snapshot.measuredBox[axis]\n                    : snapshot.layoutBox[axis];\n                const length = calcLength(axisSnapshot);\n                axisSnapshot.min = layout[axis].min;\n                axisSnapshot.max = axisSnapshot.min + length;\n            });\n        }\n        else if (shouldAnimatePositionOnly(animationType, snapshot.layoutBox, layout)) {\n            eachAxis((axis) => {\n                const axisSnapshot = isShared\n                    ? snapshot.measuredBox[axis]\n                    : snapshot.layoutBox[axis];\n                const length = calcLength(layout[axis]);\n                axisSnapshot.max = axisSnapshot.min + length;\n                /**\n                 * Ensure relative target gets resized and rerendererd\n                 */\n                if (node.relativeTarget && !node.currentAnimation) {\n                    node.isProjectionDirty = true;\n                    node.relativeTarget[axis].max =\n                        node.relativeTarget[axis].min + length;\n                }\n            });\n        }\n        const layoutDelta = createDelta();\n        calcBoxDelta(layoutDelta, layout, snapshot.layoutBox);\n        const visualDelta = createDelta();\n        if (isShared) {\n            calcBoxDelta(visualDelta, node.applyTransform(measuredLayout, true), snapshot.measuredBox);\n        }\n        else {\n            calcBoxDelta(visualDelta, layout, snapshot.layoutBox);\n        }\n        const hasLayoutChanged = !isDeltaZero(layoutDelta);\n        let hasRelativeTargetChanged = false;\n        if (!node.resumeFrom) {\n            const relativeParent = node.getClosestProjectingParent();\n            /**\n             * If the relativeParent is itself resuming from a different element then\n             * the relative snapshot is not relavent\n             */\n            if (relativeParent && !relativeParent.resumeFrom) {\n                const { snapshot: parentSnapshot, layout: parentLayout } = relativeParent;\n                if (parentSnapshot && parentLayout) {\n                    const relativeSnapshot = createBox();\n                    calcRelativePosition(relativeSnapshot, snapshot.layoutBox, parentSnapshot.layoutBox);\n                    const relativeLayout = createBox();\n                    calcRelativePosition(relativeLayout, layout, parentLayout.layoutBox);\n                    if (!boxEquals(relativeSnapshot, relativeLayout)) {\n                        hasRelativeTargetChanged = true;\n                    }\n                    if (relativeParent.options.layoutRoot) {\n                        node.relativeTarget = relativeLayout;\n                        node.relativeTargetOrigin = relativeSnapshot;\n                        node.relativeParent = relativeParent;\n                    }\n                }\n            }\n        }\n        node.notifyListeners(\"didUpdate\", {\n            layout,\n            snapshot,\n            delta: visualDelta,\n            layoutDelta,\n            hasLayoutChanged,\n            hasRelativeTargetChanged,\n        });\n    }\n    else if (node.isLead()) {\n        const { onExitComplete } = node.options;\n        onExitComplete && onExitComplete();\n    }\n    /**\n     * Clearing transition\n     * TODO: Investigate why this transition is being passed in as {type: false } from Framer\n     * and why we need it at all\n     */\n    node.options.transition = undefined;\n}\nfunction propagateDirtyNodes(node) {\n    /**\n     * Increase debug counter for nodes encountered this frame\n     */\n    projectionFrameData.totalNodes++;\n    if (!node.parent)\n        return;\n    /**\n     * If this node isn't projecting, propagate isProjectionDirty. It will have\n     * no performance impact but it will allow the next child that *is* projecting\n     * but *isn't* dirty to just check its parent to see if *any* ancestor needs\n     * correcting.\n     */\n    if (!node.isProjecting()) {\n        node.isProjectionDirty = node.parent.isProjectionDirty;\n    }\n    /**\n     * Propagate isSharedProjectionDirty and isTransformDirty\n     * throughout the whole tree. A future revision can take another look at\n     * this but for safety we still recalcualte shared nodes.\n     */\n    node.isSharedProjectionDirty || (node.isSharedProjectionDirty = Boolean(node.isProjectionDirty ||\n        node.parent.isProjectionDirty ||\n        node.parent.isSharedProjectionDirty));\n    node.isTransformDirty || (node.isTransformDirty = node.parent.isTransformDirty);\n}\nfunction cleanDirtyNodes(node) {\n    node.isProjectionDirty =\n        node.isSharedProjectionDirty =\n            node.isTransformDirty =\n                false;\n}\nfunction clearSnapshot(node) {\n    node.clearSnapshot();\n}\nfunction clearMeasurements(node) {\n    node.clearMeasurements();\n}\nfunction clearIsLayoutDirty(node) {\n    node.isLayoutDirty = false;\n}\nfunction resetTransformStyle(node) {\n    const { visualElement } = node.options;\n    if (visualElement && visualElement.getProps().onBeforeLayoutMeasure) {\n        visualElement.notify(\"BeforeLayoutMeasure\");\n    }\n    node.resetTransform();\n}\nfunction finishAnimation(node) {\n    node.finishAnimation();\n    node.targetDelta = node.relativeTarget = node.target = undefined;\n    node.isProjectionDirty = true;\n}\nfunction resolveTargetDelta(node) {\n    node.resolveTargetDelta();\n}\nfunction calcProjection(node) {\n    node.calcProjection();\n}\nfunction resetRotation(node) {\n    node.resetRotation();\n}\nfunction removeLeadSnapshots(stack) {\n    stack.removeLeadSnapshot();\n}\nfunction mixAxisDelta(output, delta, p) {\n    output.translate = mix(delta.translate, 0, p);\n    output.scale = mix(delta.scale, 1, p);\n    output.origin = delta.origin;\n    output.originPoint = delta.originPoint;\n}\nfunction mixAxis(output, from, to, p) {\n    output.min = mix(from.min, to.min, p);\n    output.max = mix(from.max, to.max, p);\n}\nfunction mixBox(output, from, to, p) {\n    mixAxis(output.x, from.x, to.x, p);\n    mixAxis(output.y, from.y, to.y, p);\n}\nfunction hasOpacityCrossfade(node) {\n    return (node.animationValues && node.animationValues.opacityExit !== undefined);\n}\nconst defaultLayoutTransition = {\n    duration: 0.45,\n    ease: [0.4, 0, 0.1, 1],\n};\nlet roundPoint;\nconst isWebKit = () => navigator.userAgent.toLowerCase().includes(\"applewebkit/\");\nfunction roundAxis(axis) {\n    // Round to the nearest .5 pixels to support subpixel layouts\n    axis.min = roundPoint(axis.min);\n    axis.max = roundPoint(axis.max);\n}\nfunction roundBox(box) {\n    // Detect browser only client-side\n    if (!roundPoint) {\n        roundPoint = isWebKit()\n            ? Math.round\n            : (point) => Math.round(point * 2) / 2;\n    }\n    roundAxis(box.x);\n    roundAxis(box.y);\n}\nfunction shouldAnimatePositionOnly(animationType, snapshot, layout) {\n    return (animationType === \"position\" ||\n        (animationType === \"preserve-aspect\" &&\n            !isNear(aspectRatio(snapshot), aspectRatio(layout), 0.2)));\n}\n\nexport { cleanDirtyNodes, createProjectionNode, mixAxis, mixAxisDelta, mixBox, propagateDirtyNodes };\n","function record(data) {\n    if (window.MotionDebug) {\n        window.MotionDebug.record(data);\n    }\n}\n\nexport { record };\n","function isSVGElement(element) {\n    return element instanceof SVGElement && element.tagName !== \"svg\";\n}\n\nexport { isSVGElement };\n","import { frame, cancelFrame } from '../frameloop/frame.mjs';\n\n/**\n * Timeout defined in ms\n */\nfunction delay(callback, timeout) {\n    const start = performance.now();\n    const checkElapsed = ({ timestamp }) => {\n        const elapsed = timestamp - start;\n        if (elapsed >= timeout) {\n            cancelFrame(checkElapsed);\n            callback(elapsed - timeout);\n        }\n    };\n    frame.read(checkElapsed, true);\n    return () => cancelFrame(checkElapsed);\n}\n\nexport { delay };\n","import { animateMotionValue } from './motion-value.mjs';\nimport { motionValue } from '../../value/index.mjs';\nimport { isMotionValue } from '../../value/utils/is-motion-value.mjs';\n\nfunction animateSingleValue(value, keyframes, options) {\n    const motionValue$1 = isMotionValue(value) ? value : motionValue(value);\n    motionValue$1.start(animateMotionValue(\"\", motionValue$1, keyframes, options));\n    return motionValue$1.animation;\n}\n\nexport { animateSingleValue };\n","import { createProjectionNode } from './create-projection-node.mjs';\nimport { addDomEvent } from '../../events/add-dom-event.mjs';\n\nconst DocumentProjectionNode = createProjectionNode({\n    attachResizeListener: (ref, notify) => addDomEvent(ref, \"resize\", notify),\n    measureScroll: () => ({\n        x: document.documentElement.scrollLeft || document.body.scrollLeft,\n        y: document.documentElement.scrollTop || document.body.scrollTop,\n    }),\n    checkIsScrollRoot: () => true,\n});\n\nexport { DocumentProjectionNode };\n","import { createProjectionNode } from './create-projection-node.mjs';\nimport { DocumentProjectionNode } from './DocumentProjectionNode.mjs';\n\nconst rootProjectionNode = {\n    current: undefined,\n};\nconst HTMLProjectionNode = createProjectionNode({\n    measureScroll: (instance) => ({\n        x: instance.scrollLeft,\n        y: instance.scrollTop,\n    }),\n    defaultParent: () => {\n        if (!rootProjectionNode.current) {\n            const documentNode = new DocumentProjectionNode({});\n            documentNode.mount(window);\n            documentNode.setOptions({ layoutScroll: true });\n            rootProjectionNode.current = documentNode;\n        }\n        return rootProjectionNode.current;\n    },\n    resetTransform: (instance, value) => {\n        instance.style.transform = value !== undefined ? value : \"none\";\n    },\n    checkIsScrollRoot: (instance) => Boolean(window.getComputedStyle(instance).position === \"fixed\"),\n});\n\nexport { HTMLProjectionNode, rootProjectionNode };\n","/**\n * This should only ever be modified on the client otherwise it'll\n * persist through server requests. If we need instanced states we\n * could lazy-init via root.\n */\nconst globalProjectionState = {\n    /**\n     * Global flag as to whether the tree has animated since the last time\n     * we resized the window\n     */\n    hasAnimatedSinceResize: true,\n    /**\n     * We set this to true once, on the first update. Any nodes added to the tree beyond that\n     * update will be given a `data-projection-id` attribute.\n     */\n    hasEverUpdated: false,\n};\n\nexport { globalProjectionState };\n","const scaleCorrectors = {};\nfunction addScaleCorrector(correctors) {\n    Object.assign(scaleCorrectors, correctors);\n}\n\nexport { addScaleCorrector, scaleCorrectors };\n","function eachAxis(callback) {\n    return [callback(\"x\"), callback(\"y\")];\n}\n\nexport { eachAxis };\n","function isIdentityScale(scale) {\n    return scale === undefined || scale === 1;\n}\nfunction hasScale({ scale, scaleX, scaleY }) {\n    return (!isIdentityScale(scale) ||\n        !isIdentityScale(scaleX) ||\n        !isIdentityScale(scaleY));\n}\nfunction hasTransform(values) {\n    return (hasScale(values) ||\n        has2DTranslate(values) ||\n        values.z ||\n        values.rotate ||\n        values.rotateX ||\n        values.rotateY);\n}\nfunction has2DTranslate(values) {\n    return is2DTranslate(values.x) || is2DTranslate(values.y);\n}\nfunction is2DTranslate(value) {\n    return value && value !== \"0%\";\n}\n\nexport { has2DTranslate, hasScale, hasTransform };\n","import { convertBoundingBoxToBox, transformBoxPoints } from '../geometry/conversion.mjs';\nimport { translateAxis } from '../geometry/delta-apply.mjs';\n\nfunction measureViewportBox(instance, transformPoint) {\n    return convertBoundingBoxToBox(transformBoxPoints(instance.getBoundingClientRect(), transformPoint));\n}\nfunction measurePageBox(element, rootProjectionNode, transformPagePoint) {\n    const viewportBox = measureViewportBox(element, transformPagePoint);\n    const { scroll } = rootProjectionNode;\n    if (scroll) {\n        translateAxis(viewportBox.x, scroll.offset.x);\n        translateAxis(viewportBox.y, scroll.offset.y);\n    }\n    return viewportBox;\n}\n\nexport { measurePageBox, measureViewportBox };\n","import { invariant } from '../../../utils/errors.mjs';\nimport { isCSSVariableToken } from './is-css-variable.mjs';\n\n/**\n * Parse Framer's special CSS variable format into a CSS token and a fallback.\n *\n * ```\n * `var(--foo, #fff)` => [`--foo`, '#fff']\n * ```\n *\n * @param current\n */\nconst splitCSSVariableRegex = /var\\((--[a-zA-Z0-9-_]+),? ?([a-zA-Z0-9 ()%#.,-]+)?\\)/;\nfunction parseCSSVariable(current) {\n    const match = splitCSSVariableRegex.exec(current);\n    if (!match)\n        return [,];\n    const [, token, fallback] = match;\n    return [token, fallback];\n}\nconst maxDepth = 4;\nfunction getVariableValue(current, element, depth = 1) {\n    invariant(depth <= maxDepth, `Max CSS variable fallback depth detected in property \"${current}\". This may indicate a circular fallback dependency.`);\n    const [token, fallback] = parseCSSVariable(current);\n    // No CSS variable detected\n    if (!token)\n        return;\n    // Attempt to read this CSS variable off the element\n    const resolved = window.getComputedStyle(element).getPropertyValue(token);\n    if (resolved) {\n        return resolved.trim();\n    }\n    else if (isCSSVariableToken(fallback)) {\n        // The fallback might itself be a CSS variable, in which case we attempt to resolve it too.\n        return getVariableValue(fallback, element, depth + 1);\n    }\n    else {\n        return fallback;\n    }\n}\n/**\n * Resolve CSS variables from\n *\n * @internal\n */\nfunction resolveCSSVariables(visualElement, { ...target }, transitionEnd) {\n    const element = visualElement.current;\n    if (!(element instanceof Element))\n        return { target, transitionEnd };\n    // If `transitionEnd` isn't `undefined`, clone it. We could clone `target` and `transitionEnd`\n    // only if they change but I think this reads clearer and this isn't a performance-critical path.\n    if (transitionEnd) {\n        transitionEnd = { ...transitionEnd };\n    }\n    // Go through existing `MotionValue`s and ensure any existing CSS variables are resolved\n    visualElement.values.forEach((value) => {\n        const current = value.get();\n        if (!isCSSVariableToken(current))\n            return;\n        const resolved = getVariableValue(current, element);\n        if (resolved)\n            value.set(resolved);\n    });\n    // Cycle through every target property and resolve CSS variables. Currently\n    // we only read single-var properties like `var(--foo)`, not `calc(var(--foo) + 20px)`\n    for (const key in target) {\n        const current = target[key];\n        if (!isCSSVariableToken(current))\n            continue;\n        const resolved = getVariableValue(current, element);\n        if (!resolved)\n            continue;\n        // Clone target if it hasn't already been\n        target[key] = resolved;\n        if (!transitionEnd)\n            transitionEnd = {};\n        // If the user hasn't already set this key on `transitionEnd`, set it to the unresolved\n        // CSS variable. This will ensure that after the animation the component will reflect\n        // changes in the value of the CSS variable.\n        if (transitionEnd[key] === undefined) {\n            transitionEnd[key] = current;\n        }\n    }\n    return { target, transitionEnd };\n}\n\nexport { parseCSSVariable, resolveCSSVariables };\n","import { isKeyframesTarget } from '../../../animation/utils/is-keyframes-target.mjs';\nimport { invariant } from '../../../utils/errors.mjs';\nimport { transformPropOrder } from '../../html/utils/transform.mjs';\nimport { findDimensionValueType } from '../value-types/dimensions.mjs';\nimport { isBrowser } from '../../../utils/is-browser.mjs';\nimport { number } from '../../../value/types/numbers/index.mjs';\nimport { px } from '../../../value/types/numbers/units.mjs';\n\nconst positionalKeys = new Set([\n    \"width\",\n    \"height\",\n    \"top\",\n    \"left\",\n    \"right\",\n    \"bottom\",\n    \"x\",\n    \"y\",\n    \"translateX\",\n    \"translateY\",\n]);\nconst isPositionalKey = (key) => positionalKeys.has(key);\nconst hasPositionalKey = (target) => {\n    return Object.keys(target).some(isPositionalKey);\n};\nconst isNumOrPxType = (v) => v === number || v === px;\nconst getPosFromMatrix = (matrix, pos) => parseFloat(matrix.split(\", \")[pos]);\nconst getTranslateFromMatrix = (pos2, pos3) => (_bbox, { transform }) => {\n    if (transform === \"none\" || !transform)\n        return 0;\n    const matrix3d = transform.match(/^matrix3d\\((.+)\\)$/);\n    if (matrix3d) {\n        return getPosFromMatrix(matrix3d[1], pos3);\n    }\n    else {\n        const matrix = transform.match(/^matrix\\((.+)\\)$/);\n        if (matrix) {\n            return getPosFromMatrix(matrix[1], pos2);\n        }\n        else {\n            return 0;\n        }\n    }\n};\nconst transformKeys = new Set([\"x\", \"y\", \"z\"]);\nconst nonTranslationalTransformKeys = transformPropOrder.filter((key) => !transformKeys.has(key));\nfunction removeNonTranslationalTransform(visualElement) {\n    const removedTransforms = [];\n    nonTranslationalTransformKeys.forEach((key) => {\n        const value = visualElement.getValue(key);\n        if (value !== undefined) {\n            removedTransforms.push([key, value.get()]);\n            value.set(key.startsWith(\"scale\") ? 1 : 0);\n        }\n    });\n    // Apply changes to element before measurement\n    if (removedTransforms.length)\n        visualElement.render();\n    return removedTransforms;\n}\nconst positionalValues = {\n    // Dimensions\n    width: ({ x }, { paddingLeft = \"0\", paddingRight = \"0\" }) => x.max - x.min - parseFloat(paddingLeft) - parseFloat(paddingRight),\n    height: ({ y }, { paddingTop = \"0\", paddingBottom = \"0\" }) => y.max - y.min - parseFloat(paddingTop) - parseFloat(paddingBottom),\n    top: (_bbox, { top }) => parseFloat(top),\n    left: (_bbox, { left }) => parseFloat(left),\n    bottom: ({ y }, { top }) => parseFloat(top) + (y.max - y.min),\n    right: ({ x }, { left }) => parseFloat(left) + (x.max - x.min),\n    // Transform\n    x: getTranslateFromMatrix(4, 13),\n    y: getTranslateFromMatrix(5, 14),\n};\n// Alias translate longform names\npositionalValues.translateX = positionalValues.x;\npositionalValues.translateY = positionalValues.y;\nconst convertChangedValueTypes = (target, visualElement, changedKeys) => {\n    const originBbox = visualElement.measureViewportBox();\n    const element = visualElement.current;\n    const elementComputedStyle = getComputedStyle(element);\n    const { display } = elementComputedStyle;\n    const origin = {};\n    // If the element is currently set to display: \"none\", make it visible before\n    // measuring the target bounding box\n    if (display === \"none\") {\n        visualElement.setStaticValue(\"display\", target.display || \"block\");\n    }\n    /**\n     * Record origins before we render and update styles\n     */\n    changedKeys.forEach((key) => {\n        origin[key] = positionalValues[key](originBbox, elementComputedStyle);\n    });\n    // Apply the latest values (as set in checkAndConvertChangedValueTypes)\n    visualElement.render();\n    const targetBbox = visualElement.measureViewportBox();\n    changedKeys.forEach((key) => {\n        // Restore styles to their **calculated computed style**, not their actual\n        // originally set style. This allows us to animate between equivalent pixel units.\n        const value = visualElement.getValue(key);\n        value && value.jump(origin[key]);\n        target[key] = positionalValues[key](targetBbox, elementComputedStyle);\n    });\n    return target;\n};\nconst checkAndConvertChangedValueTypes = (visualElement, target, origin = {}, transitionEnd = {}) => {\n    target = { ...target };\n    transitionEnd = { ...transitionEnd };\n    const targetPositionalKeys = Object.keys(target).filter(isPositionalKey);\n    // We want to remove any transform values that could affect the element's bounding box before\n    // it's measured. We'll reapply these later.\n    let removedTransformValues = [];\n    let hasAttemptedToRemoveTransformValues = false;\n    const changedValueTypeKeys = [];\n    targetPositionalKeys.forEach((key) => {\n        const value = visualElement.getValue(key);\n        if (!visualElement.hasValue(key))\n            return;\n        let from = origin[key];\n        let fromType = findDimensionValueType(from);\n        const to = target[key];\n        let toType;\n        // TODO: The current implementation of this basically throws an error\n        // if you try and do value conversion via keyframes. There's probably\n        // a way of doing this but the performance implications would need greater scrutiny,\n        // as it'd be doing multiple resize-remeasure operations.\n        if (isKeyframesTarget(to)) {\n            const numKeyframes = to.length;\n            const fromIndex = to[0] === null ? 1 : 0;\n            from = to[fromIndex];\n            fromType = findDimensionValueType(from);\n            for (let i = fromIndex; i < numKeyframes; i++) {\n                /**\n                 * Don't allow wildcard keyframes to be used to detect\n                 * a difference in value types.\n                 */\n                if (to[i] === null)\n                    break;\n                if (!toType) {\n                    toType = findDimensionValueType(to[i]);\n                    invariant(toType === fromType ||\n                        (isNumOrPxType(fromType) && isNumOrPxType(toType)), \"Keyframes must be of the same dimension as the current value\");\n                }\n                else {\n                    invariant(findDimensionValueType(to[i]) === toType, \"All keyframes must be of the same type\");\n                }\n            }\n        }\n        else {\n            toType = findDimensionValueType(to);\n        }\n        if (fromType !== toType) {\n            // If they're both just number or px, convert them both to numbers rather than\n            // relying on resize/remeasure to convert (which is wasteful in this situation)\n            if (isNumOrPxType(fromType) && isNumOrPxType(toType)) {\n                const current = value.get();\n                if (typeof current === \"string\") {\n                    value.set(parseFloat(current));\n                }\n                if (typeof to === \"string\") {\n                    target[key] = parseFloat(to);\n                }\n                else if (Array.isArray(to) && toType === px) {\n                    target[key] = to.map(parseFloat);\n                }\n            }\n            else if ((fromType === null || fromType === void 0 ? void 0 : fromType.transform) &&\n                (toType === null || toType === void 0 ? void 0 : toType.transform) &&\n                (from === 0 || to === 0)) {\n                // If one or the other value is 0, it's safe to coerce it to the\n                // type of the other without measurement\n                if (from === 0) {\n                    value.set(toType.transform(from));\n                }\n                else {\n                    target[key] = fromType.transform(to);\n                }\n            }\n            else {\n                // If we're going to do value conversion via DOM measurements, we first\n                // need to remove non-positional transform values that could affect the bbox measurements.\n                if (!hasAttemptedToRemoveTransformValues) {\n                    removedTransformValues =\n                        removeNonTranslationalTransform(visualElement);\n                    hasAttemptedToRemoveTransformValues = true;\n                }\n                changedValueTypeKeys.push(key);\n                transitionEnd[key] =\n                    transitionEnd[key] !== undefined\n                        ? transitionEnd[key]\n                        : target[key];\n                value.jump(to);\n            }\n        }\n    });\n    if (changedValueTypeKeys.length) {\n        const scrollY = changedValueTypeKeys.indexOf(\"height\") >= 0\n            ? window.pageYOffset\n            : null;\n        const convertedTarget = convertChangedValueTypes(target, visualElement, changedValueTypeKeys);\n        // If we removed transform values, reapply them before the next render\n        if (removedTransformValues.length) {\n            removedTransformValues.forEach(([key, value]) => {\n                visualElement.getValue(key).set(value);\n            });\n        }\n        // Reapply original values\n        visualElement.render();\n        // Restore scroll position\n        if (isBrowser && scrollY !== null) {\n            window.scrollTo({ top: scrollY });\n        }\n        return { target: convertedTarget, transitionEnd };\n    }\n    else {\n        return { target, transitionEnd };\n    }\n};\n/**\n * Convert value types for x/y/width/height/top/left/bottom/right\n *\n * Allows animation between `'auto'` -> `'100%'` or `0` -> `'calc(50% - 10vw)'`\n *\n * @internal\n */\nfunction unitConversion(visualElement, target, origin, transitionEnd) {\n    return hasPositionalKey(target)\n        ? checkAndConvertChangedValueTypes(visualElement, target, origin, transitionEnd)\n        : { target, transitionEnd };\n}\n\nexport { positionalValues, unitConversion };\n","import { resolveCSSVariables } from './css-variables-conversion.mjs';\nimport { unitConversion } from './unit-conversion.mjs';\n\n/**\n * Parse a DOM variant to make it animatable. This involves resolving CSS variables\n * and ensuring animations like \"20%\" => \"calc(50vw)\" are performed in pixels.\n */\nconst parseDomVariant = (visualElement, target, origin, transitionEnd) => {\n    const resolved = resolveCSSVariables(visualElement, target, transitionEnd);\n    target = resolved.target;\n    transitionEnd = resolved.transitionEnd;\n    return unitConversion(visualElement, target, origin, transitionEnd);\n};\n\nexport { parseDomVariant };\n","// Does this device prefer reduced motion? Returns `null` server-side.\nconst prefersReducedMotion = { current: null };\nconst hasReducedMotionListener = { current: false };\n\nexport { hasReducedMotionListener, prefersReducedMotion };\n","const visualElementStore = new WeakMap();\n\nexport { visualElementStore };\n","import { warning, invariant } from '../utils/errors.mjs';\nimport { createBox } from '../projection/geometry/models.mjs';\nimport { isRefObject } from '../utils/is-ref-object.mjs';\nimport { initPrefersReducedMotion } from '../utils/reduced-motion/index.mjs';\nimport { hasReducedMotionListener, prefersReducedMotion } from '../utils/reduced-motion/state.mjs';\nimport { SubscriptionManager } from '../utils/subscription-manager.mjs';\nimport { motionValue } from '../value/index.mjs';\nimport { isWillChangeMotionValue } from '../value/use-will-change/is.mjs';\nimport { isMotionValue } from '../value/utils/is-motion-value.mjs';\nimport { transformProps } from './html/utils/transform.mjs';\nimport { isControllingVariants, isVariantNode } from './utils/is-controlling-variants.mjs';\nimport { isVariantLabel } from './utils/is-variant-label.mjs';\nimport { updateMotionValuesFromProps } from './utils/motion-values.mjs';\nimport { resolveVariantFromProps } from './utils/resolve-variants.mjs';\nimport { warnOnce } from '../utils/warn-once.mjs';\nimport { featureDefinitions } from '../motion/features/definitions.mjs';\nimport { variantProps } from './utils/variant-props.mjs';\nimport { visualElementStore } from './store.mjs';\nimport { frame, cancelFrame } from '../frameloop/frame.mjs';\n\nconst featureNames = Object.keys(featureDefinitions);\nconst numFeatures = featureNames.length;\nconst propEventHandlers = [\n    \"AnimationStart\",\n    \"AnimationComplete\",\n    \"Update\",\n    \"BeforeLayoutMeasure\",\n    \"LayoutMeasure\",\n    \"LayoutAnimationStart\",\n    \"LayoutAnimationComplete\",\n];\nconst numVariantProps = variantProps.length;\n/**\n * A VisualElement is an imperative abstraction around UI elements such as\n * HTMLElement, SVGElement, Three.Object3D etc.\n */\nclass VisualElement {\n    constructor({ parent, props, presenceContext, reducedMotionConfig, visualState, }, options = {}) {\n        /**\n         * A reference to the current underlying Instance, e.g. a HTMLElement\n         * or Three.Mesh etc.\n         */\n        this.current = null;\n        /**\n         * A set containing references to this VisualElement's children.\n         */\n        this.children = new Set();\n        /**\n         * Determine what role this visual element should take in the variant tree.\n         */\n        this.isVariantNode = false;\n        this.isControllingVariants = false;\n        /**\n         * Decides whether this VisualElement should animate in reduced motion\n         * mode.\n         *\n         * TODO: This is currently set on every individual VisualElement but feels\n         * like it could be set globally.\n         */\n        this.shouldReduceMotion = null;\n        /**\n         * A map of all motion values attached to this visual element. Motion\n         * values are source of truth for any given animated value. A motion\n         * value might be provided externally by the component via props.\n         */\n        this.values = new Map();\n        /**\n         * Cleanup functions for active features (hover/tap/exit etc)\n         */\n        this.features = {};\n        /**\n         * A map of every subscription that binds the provided or generated\n         * motion values onChange listeners to this visual element.\n         */\n        this.valueSubscriptions = new Map();\n        /**\n         * A reference to the previously-provided motion values as returned\n         * from scrapeMotionValuesFromProps. We use the keys in here to determine\n         * if any motion values need to be removed after props are updated.\n         */\n        this.prevMotionValues = {};\n        /**\n         * An object containing a SubscriptionManager for each active event.\n         */\n        this.events = {};\n        /**\n         * An object containing an unsubscribe function for each prop event subscription.\n         * For example, every \"Update\" event can have multiple subscribers via\n         * VisualElement.on(), but only one of those can be defined via the onUpdate prop.\n         */\n        this.propEventSubscriptions = {};\n        this.notifyUpdate = () => this.notify(\"Update\", this.latestValues);\n        this.render = () => {\n            if (!this.current)\n                return;\n            this.triggerBuild();\n            this.renderInstance(this.current, this.renderState, this.props.style, this.projection);\n        };\n        this.scheduleRender = () => frame.render(this.render, false, true);\n        const { latestValues, renderState } = visualState;\n        this.latestValues = latestValues;\n        this.baseTarget = { ...latestValues };\n        this.initialValues = props.initial ? { ...latestValues } : {};\n        this.renderState = renderState;\n        this.parent = parent;\n        this.props = props;\n        this.presenceContext = presenceContext;\n        this.depth = parent ? parent.depth + 1 : 0;\n        this.reducedMotionConfig = reducedMotionConfig;\n        this.options = options;\n        this.isControllingVariants = isControllingVariants(props);\n        this.isVariantNode = isVariantNode(props);\n        if (this.isVariantNode) {\n            this.variantChildren = new Set();\n        }\n        this.manuallyAnimateOnMount = Boolean(parent && parent.current);\n        /**\n         * Any motion values that are provided to the element when created\n         * aren't yet bound to the element, as this would technically be impure.\n         * However, we iterate through the motion values and set them to the\n         * initial values for this component.\n         *\n         * TODO: This is impure and we should look at changing this to run on mount.\n         * Doing so will break some tests but this isn't neccessarily a breaking change,\n         * more a reflection of the test.\n         */\n        const { willChange, ...initialMotionValues } = this.scrapeMotionValuesFromProps(props, {});\n        for (const key in initialMotionValues) {\n            const value = initialMotionValues[key];\n            if (latestValues[key] !== undefined && isMotionValue(value)) {\n                value.set(latestValues[key], false);\n                if (isWillChangeMotionValue(willChange)) {\n                    willChange.add(key);\n                }\n            }\n        }\n    }\n    /**\n     * This method takes React props and returns found MotionValues. For example, HTML\n     * MotionValues will be found within the style prop, whereas for Three.js within attribute arrays.\n     *\n     * This isn't an abstract method as it needs calling in the constructor, but it is\n     * intended to be one.\n     */\n    scrapeMotionValuesFromProps(_props, _prevProps) {\n        return {};\n    }\n    mount(instance) {\n        this.current = instance;\n        visualElementStore.set(instance, this);\n        if (this.projection && !this.projection.instance) {\n            this.projection.mount(instance);\n        }\n        if (this.parent && this.isVariantNode && !this.isControllingVariants) {\n            this.removeFromVariantTree = this.parent.addVariantChild(this);\n        }\n        this.values.forEach((value, key) => this.bindToMotionValue(key, value));\n        if (!hasReducedMotionListener.current) {\n            initPrefersReducedMotion();\n        }\n        this.shouldReduceMotion =\n            this.reducedMotionConfig === \"never\"\n                ? false\n                : this.reducedMotionConfig === \"always\"\n                    ? true\n                    : prefersReducedMotion.current;\n        if (process.env.NODE_ENV !== \"production\") {\n            warnOnce(this.shouldReduceMotion !== true, \"You have Reduced Motion enabled on your device. Animations may not appear as expected.\");\n        }\n        if (this.parent)\n            this.parent.children.add(this);\n        this.update(this.props, this.presenceContext);\n    }\n    unmount() {\n        visualElementStore.delete(this.current);\n        this.projection && this.projection.unmount();\n        cancelFrame(this.notifyUpdate);\n        cancelFrame(this.render);\n        this.valueSubscriptions.forEach((remove) => remove());\n        this.removeFromVariantTree && this.removeFromVariantTree();\n        this.parent && this.parent.children.delete(this);\n        for (const key in this.events) {\n            this.events[key].clear();\n        }\n        for (const key in this.features) {\n            this.features[key].unmount();\n        }\n        this.current = null;\n    }\n    bindToMotionValue(key, value) {\n        const valueIsTransform = transformProps.has(key);\n        const removeOnChange = value.on(\"change\", (latestValue) => {\n            this.latestValues[key] = latestValue;\n            this.props.onUpdate &&\n                frame.update(this.notifyUpdate, false, true);\n            if (valueIsTransform && this.projection) {\n                this.projection.isTransformDirty = true;\n            }\n        });\n        const removeOnRenderRequest = value.on(\"renderRequest\", this.scheduleRender);\n        this.valueSubscriptions.set(key, () => {\n            removeOnChange();\n            removeOnRenderRequest();\n        });\n    }\n    sortNodePosition(other) {\n        /**\n         * If these nodes aren't even of the same type we can't compare their depth.\n         */\n        if (!this.current ||\n            !this.sortInstanceNodePosition ||\n            this.type !== other.type) {\n            return 0;\n        }\n        return this.sortInstanceNodePosition(this.current, other.current);\n    }\n    loadFeatures({ children, ...renderedProps }, isStrict, preloadedFeatures, initialLayoutGroupConfig) {\n        let ProjectionNodeConstructor;\n        let MeasureLayout;\n        /**\n         * If we're in development mode, check to make sure we're not rendering a motion component\n         * as a child of LazyMotion, as this will break the file-size benefits of using it.\n         */\n        if (process.env.NODE_ENV !== \"production\" &&\n            preloadedFeatures &&\n            isStrict) {\n            const strictMessage = \"You have rendered a `motion` component within a `LazyMotion` component. This will break tree shaking. Import and render a `m` component instead.\";\n            renderedProps.ignoreStrict\n                ? warning(false, strictMessage)\n                : invariant(false, strictMessage);\n        }\n        for (let i = 0; i < numFeatures; i++) {\n            const name = featureNames[i];\n            const { isEnabled, Feature: FeatureConstructor, ProjectionNode, MeasureLayout: MeasureLayoutComponent, } = featureDefinitions[name];\n            if (ProjectionNode)\n                ProjectionNodeConstructor = ProjectionNode;\n            if (isEnabled(renderedProps)) {\n                if (!this.features[name] && FeatureConstructor) {\n                    this.features[name] = new FeatureConstructor(this);\n                }\n                if (MeasureLayoutComponent) {\n                    MeasureLayout = MeasureLayoutComponent;\n                }\n            }\n        }\n        if (!this.projection && ProjectionNodeConstructor) {\n            this.projection = new ProjectionNodeConstructor(this.latestValues, this.parent && this.parent.projection);\n            const { layoutId, layout, drag, dragConstraints, layoutScroll, layoutRoot, } = renderedProps;\n            this.projection.setOptions({\n                layoutId,\n                layout,\n                alwaysMeasureLayout: Boolean(drag) ||\n                    (dragConstraints && isRefObject(dragConstraints)),\n                visualElement: this,\n                scheduleRender: () => this.scheduleRender(),\n                /**\n                 * TODO: Update options in an effect. This could be tricky as it'll be too late\n                 * to update by the time layout animations run.\n                 * We also need to fix this safeToRemove by linking it up to the one returned by usePresence,\n                 * ensuring it gets called if there's no potential layout animations.\n                 *\n                 */\n                animationType: typeof layout === \"string\" ? layout : \"both\",\n                initialPromotionConfig: initialLayoutGroupConfig,\n                layoutScroll,\n                layoutRoot,\n            });\n        }\n        return MeasureLayout;\n    }\n    updateFeatures() {\n        for (const key in this.features) {\n            const feature = this.features[key];\n            if (feature.isMounted) {\n                feature.update();\n            }\n            else {\n                feature.mount();\n                feature.isMounted = true;\n            }\n        }\n    }\n    triggerBuild() {\n        this.build(this.renderState, this.latestValues, this.options, this.props);\n    }\n    /**\n     * Measure the current viewport box with or without transforms.\n     * Only measures axis-aligned boxes, rotate and skew must be manually\n     * removed with a re-render to work.\n     */\n    measureViewportBox() {\n        return this.current\n            ? this.measureInstanceViewportBox(this.current, this.props)\n            : createBox();\n    }\n    getStaticValue(key) {\n        return this.latestValues[key];\n    }\n    setStaticValue(key, value) {\n        this.latestValues[key] = value;\n    }\n    /**\n     * Make a target animatable by Popmotion. For instance, if we're\n     * trying to animate width from 100px to 100vw we need to measure 100vw\n     * in pixels to determine what we really need to animate to. This is also\n     * pluggable to support Framer's custom value types like Color,\n     * and CSS variables.\n     */\n    makeTargetAnimatable(target, canMutate = true) {\n        return this.makeTargetAnimatableFromInstance(target, this.props, canMutate);\n    }\n    /**\n     * Update the provided props. Ensure any newly-added motion values are\n     * added to our map, old ones removed, and listeners updated.\n     */\n    update(props, presenceContext) {\n        if (props.transformTemplate || this.props.transformTemplate) {\n            this.scheduleRender();\n        }\n        this.prevProps = this.props;\n        this.props = props;\n        this.prevPresenceContext = this.presenceContext;\n        this.presenceContext = presenceContext;\n        /**\n         * Update prop event handlers ie onAnimationStart, onAnimationComplete\n         */\n        for (let i = 0; i < propEventHandlers.length; i++) {\n            const key = propEventHandlers[i];\n            if (this.propEventSubscriptions[key]) {\n                this.propEventSubscriptions[key]();\n                delete this.propEventSubscriptions[key];\n            }\n            const listener = props[\"on\" + key];\n            if (listener) {\n                this.propEventSubscriptions[key] = this.on(key, listener);\n            }\n        }\n        this.prevMotionValues = updateMotionValuesFromProps(this, this.scrapeMotionValuesFromProps(props, this.prevProps), this.prevMotionValues);\n        if (this.handleChildMotionValue) {\n            this.handleChildMotionValue();\n        }\n    }\n    getProps() {\n        return this.props;\n    }\n    /**\n     * Returns the variant definition with a given name.\n     */\n    getVariant(name) {\n        return this.props.variants ? this.props.variants[name] : undefined;\n    }\n    /**\n     * Returns the defined default transition on this component.\n     */\n    getDefaultTransition() {\n        return this.props.transition;\n    }\n    getTransformPagePoint() {\n        return this.props.transformPagePoint;\n    }\n    getClosestVariantNode() {\n        return this.isVariantNode\n            ? this\n            : this.parent\n                ? this.parent.getClosestVariantNode()\n                : undefined;\n    }\n    getVariantContext(startAtParent = false) {\n        if (startAtParent) {\n            return this.parent ? this.parent.getVariantContext() : undefined;\n        }\n        if (!this.isControllingVariants) {\n            const context = this.parent\n                ? this.parent.getVariantContext() || {}\n                : {};\n            if (this.props.initial !== undefined) {\n                context.initial = this.props.initial;\n            }\n            return context;\n        }\n        const context = {};\n        for (let i = 0; i < numVariantProps; i++) {\n            const name = variantProps[i];\n            const prop = this.props[name];\n            if (isVariantLabel(prop) || prop === false) {\n                context[name] = prop;\n            }\n        }\n        return context;\n    }\n    /**\n     * Add a child visual element to our set of children.\n     */\n    addVariantChild(child) {\n        const closestVariantNode = this.getClosestVariantNode();\n        if (closestVariantNode) {\n            closestVariantNode.variantChildren &&\n                closestVariantNode.variantChildren.add(child);\n            return () => closestVariantNode.variantChildren.delete(child);\n        }\n    }\n    /**\n     * Add a motion value and bind it to this visual element.\n     */\n    addValue(key, value) {\n        // Remove existing value if it exists\n        if (value !== this.values.get(key)) {\n            this.removeValue(key);\n            this.bindToMotionValue(key, value);\n        }\n        this.values.set(key, value);\n        this.latestValues[key] = value.get();\n    }\n    /**\n     * Remove a motion value and unbind any active subscriptions.\n     */\n    removeValue(key) {\n        this.values.delete(key);\n        const unsubscribe = this.valueSubscriptions.get(key);\n        if (unsubscribe) {\n            unsubscribe();\n            this.valueSubscriptions.delete(key);\n        }\n        delete this.latestValues[key];\n        this.removeValueFromRenderState(key, this.renderState);\n    }\n    /**\n     * Check whether we have a motion value for this key\n     */\n    hasValue(key) {\n        return this.values.has(key);\n    }\n    getValue(key, defaultValue) {\n        if (this.props.values && this.props.values[key]) {\n            return this.props.values[key];\n        }\n        let value = this.values.get(key);\n        if (value === undefined && defaultValue !== undefined) {\n            value = motionValue(defaultValue, { owner: this });\n            this.addValue(key, value);\n        }\n        return value;\n    }\n    /**\n     * If we're trying to animate to a previously unencountered value,\n     * we need to check for it in our state and as a last resort read it\n     * directly from the instance (which might have performance implications).\n     */\n    readValue(key) {\n        var _a;\n        return this.latestValues[key] !== undefined || !this.current\n            ? this.latestValues[key]\n            : (_a = this.getBaseTargetFromProps(this.props, key)) !== null && _a !== void 0 ? _a : this.readValueFromInstance(this.current, key, this.options);\n    }\n    /**\n     * Set the base target to later animate back to. This is currently\n     * only hydrated on creation and when we first read a value.\n     */\n    setBaseTarget(key, value) {\n        this.baseTarget[key] = value;\n    }\n    /**\n     * Find the base target for a value thats been removed from all animation\n     * props.\n     */\n    getBaseTarget(key) {\n        var _a;\n        const { initial } = this.props;\n        const valueFromInitial = typeof initial === \"string\" || typeof initial === \"object\"\n            ? (_a = resolveVariantFromProps(this.props, initial)) === null || _a === void 0 ? void 0 : _a[key]\n            : undefined;\n        /**\n         * If this value still exists in the current initial variant, read that.\n         */\n        if (initial && valueFromInitial !== undefined) {\n            return valueFromInitial;\n        }\n        /**\n         * Alternatively, if this VisualElement config has defined a getBaseTarget\n         * so we can read the value from an alternative source, try that.\n         */\n        const target = this.getBaseTargetFromProps(this.props, key);\n        if (target !== undefined && !isMotionValue(target))\n            return target;\n        /**\n         * If the value was initially defined on initial, but it doesn't any more,\n         * return undefined. Otherwise return the value as initially read from the DOM.\n         */\n        return this.initialValues[key] !== undefined &&\n            valueFromInitial === undefined\n            ? undefined\n            : this.baseTarget[key];\n    }\n    on(eventName, callback) {\n        if (!this.events[eventName]) {\n            this.events[eventName] = new SubscriptionManager();\n        }\n        return this.events[eventName].add(callback);\n    }\n    notify(eventName, ...args) {\n        if (this.events[eventName]) {\n            this.events[eventName].notify(...args);\n        }\n    }\n}\n\nexport { VisualElement };\n","import { isBrowser } from '../is-browser.mjs';\nimport { hasReducedMotionListener, prefersReducedMotion } from './state.mjs';\n\nfunction initPrefersReducedMotion() {\n    hasReducedMotionListener.current = true;\n    if (!isBrowser)\n        return;\n    if (window.matchMedia) {\n        const motionMediaQuery = window.matchMedia(\"(prefers-reduced-motion)\");\n        const setReducedMotionPreferences = () => (prefersReducedMotion.current = motionMediaQuery.matches);\n        motionMediaQuery.addListener(setReducedMotionPreferences);\n        setReducedMotionPreferences();\n    }\n    else {\n        prefersReducedMotion.current = false;\n    }\n}\n\nexport { initPrefersReducedMotion };\n","import { isWillChangeMotionValue } from '../../value/use-will-change/is.mjs';\nimport { warnOnce } from '../../utils/warn-once.mjs';\nimport { motionValue } from '../../value/index.mjs';\nimport { isMotionValue } from '../../value/utils/is-motion-value.mjs';\n\nfunction updateMotionValuesFromProps(element, next, prev) {\n    const { willChange } = next;\n    for (const key in next) {\n        const nextValue = next[key];\n        const prevValue = prev[key];\n        if (isMotionValue(nextValue)) {\n            /**\n             * If this is a motion value found in props or style, we want to add it\n             * to our visual element's motion value map.\n             */\n            element.addValue(key, nextValue);\n            if (isWillChangeMotionValue(willChange)) {\n                willChange.add(key);\n            }\n            /**\n             * Check the version of the incoming motion value with this version\n             * and warn against mismatches.\n             */\n            if (process.env.NODE_ENV === \"development\") {\n                warnOnce(nextValue.version === \"10.13.0\", `Attempting to mix Framer Motion versions ${nextValue.version} with 10.13.0 may not work as expected.`);\n            }\n        }\n        else if (isMotionValue(prevValue)) {\n            /**\n             * If we're swapping from a motion value to a static value,\n             * create a new motion value from that\n             */\n            element.addValue(key, motionValue(nextValue, { owner: element }));\n            if (isWillChangeMotionValue(willChange)) {\n                willChange.remove(key);\n            }\n        }\n        else if (prevValue !== nextValue) {\n            /**\n             * If this is a flat value that has changed, update the motion value\n             * or create one if it doesn't exist. We only want to do this if we're\n             * not handling the value with our animation state.\n             */\n            if (element.hasValue(key)) {\n                const existingValue = element.getValue(key);\n                // TODO: Only update values that aren't being animated or even looked at\n                !existingValue.hasAnimated && existingValue.set(nextValue);\n            }\n            else {\n                const latestValue = element.getStaticValue(key);\n                element.addValue(key, motionValue(latestValue !== undefined ? latestValue : nextValue, { owner: element }));\n            }\n        }\n    }\n    // Handle removed values\n    for (const key in prev) {\n        if (next[key] === undefined)\n            element.removeValue(key);\n    }\n    return next;\n}\n\nexport { updateMotionValuesFromProps };\n","import { getOrigin, checkTargetForNewValues } from '../utils/setters.mjs';\nimport { parseDomVariant } from './utils/parse-dom-variant.mjs';\nimport { VisualElement } from '../VisualElement.mjs';\n\nclass DOMVisualElement extends VisualElement {\n    sortInstanceNodePosition(a, b) {\n        /**\n         * compareDocumentPosition returns a bitmask, by using the bitwise &\n         * we're returning true if 2 in that bitmask is set to true. 2 is set\n         * to true if b preceeds a.\n         */\n        return a.compareDocumentPosition(b) & 2 ? 1 : -1;\n    }\n    getBaseTargetFromProps(props, key) {\n        return props.style ? props.style[key] : undefined;\n    }\n    removeValueFromRenderState(key, { vars, style }) {\n        delete vars[key];\n        delete style[key];\n    }\n    makeTargetAnimatableFromInstance({ transition, transitionEnd, ...target }, { transformValues }, isMounted) {\n        let origin = getOrigin(target, transition || {}, this);\n        /**\n         * If Framer has provided a function to convert `Color` etc value types, convert them\n         */\n        if (transformValues) {\n            if (transitionEnd)\n                transitionEnd = transformValues(transitionEnd);\n            if (target)\n                target = transformValues(target);\n            if (origin)\n                origin = transformValues(origin);\n        }\n        if (isMounted) {\n            checkTargetForNewValues(this, target, origin);\n            const parsed = parseDomVariant(this, target, origin, transitionEnd);\n            transitionEnd = parsed.transitionEnd;\n            target = parsed.target;\n        }\n        return {\n            transition,\n            transitionEnd,\n            ...target,\n        };\n    }\n}\n\nexport { DOMVisualElement };\n","import { buildHTMLStyles } from './utils/build-styles.mjs';\nimport { isCSSVariableName } from '../dom/utils/is-css-variable.mjs';\nimport { transformProps } from './utils/transform.mjs';\nimport { scrapeMotionValuesFromProps } from './utils/scrape-motion-values.mjs';\nimport { renderHTML } from './utils/render.mjs';\nimport { getDefaultValueType } from '../dom/value-types/defaults.mjs';\nimport { measureViewportBox } from '../../projection/utils/measure.mjs';\nimport { DOMVisualElement } from '../dom/DOMVisualElement.mjs';\nimport { isMotionValue } from '../../value/utils/is-motion-value.mjs';\n\nfunction getComputedStyle(element) {\n    return window.getComputedStyle(element);\n}\nclass HTMLVisualElement extends DOMVisualElement {\n    readValueFromInstance(instance, key) {\n        if (transformProps.has(key)) {\n            const defaultType = getDefaultValueType(key);\n            return defaultType ? defaultType.default || 0 : 0;\n        }\n        else {\n            const computedStyle = getComputedStyle(instance);\n            const value = (isCSSVariableName(key)\n                ? computedStyle.getPropertyValue(key)\n                : computedStyle[key]) || 0;\n            return typeof value === \"string\" ? value.trim() : value;\n        }\n    }\n    measureInstanceViewportBox(instance, { transformPagePoint }) {\n        return measureViewportBox(instance, transformPagePoint);\n    }\n    build(renderState, latestValues, options, props) {\n        buildHTMLStyles(renderState, latestValues, options, props.transformTemplate);\n    }\n    scrapeMotionValuesFromProps(props, prevProps) {\n        return scrapeMotionValuesFromProps(props, prevProps);\n    }\n    handleChildMotionValue() {\n        if (this.childSubscription) {\n            this.childSubscription();\n            delete this.childSubscription;\n        }\n        const { children } = this.props;\n        if (isMotionValue(children)) {\n            this.childSubscription = children.on(\"change\", (latest) => {\n                if (this.current)\n                    this.current.textContent = `${latest}`;\n            });\n        }\n    }\n    renderInstance(instance, renderState, styleProp, projection) {\n        renderHTML(instance, renderState, styleProp, projection);\n    }\n}\n\nexport { HTMLVisualElement, getComputedStyle };\n","import { scrapeMotionValuesFromProps } from './utils/scrape-motion-values.mjs';\nimport { DOMVisualElement } from '../dom/DOMVisualElement.mjs';\nimport { buildSVGAttrs } from './utils/build-attrs.mjs';\nimport { camelToDash } from '../dom/utils/camel-to-dash.mjs';\nimport { camelCaseAttributes } from './utils/camel-case-attrs.mjs';\nimport { transformProps } from '../html/utils/transform.mjs';\nimport { renderSVG } from './utils/render.mjs';\nimport { getDefaultValueType } from '../dom/value-types/defaults.mjs';\nimport { createBox } from '../../projection/geometry/models.mjs';\nimport { isSVGTag } from './utils/is-svg-tag.mjs';\n\nclass SVGVisualElement extends DOMVisualElement {\n    constructor() {\n        super(...arguments);\n        this.isSVGTag = false;\n    }\n    getBaseTargetFromProps(props, key) {\n        return props[key];\n    }\n    readValueFromInstance(instance, key) {\n        if (transformProps.has(key)) {\n            const defaultType = getDefaultValueType(key);\n            return defaultType ? defaultType.default || 0 : 0;\n        }\n        key = !camelCaseAttributes.has(key) ? camelToDash(key) : key;\n        return instance.getAttribute(key);\n    }\n    measureInstanceViewportBox() {\n        return createBox();\n    }\n    scrapeMotionValuesFromProps(props, prevProps) {\n        return scrapeMotionValuesFromProps(props, prevProps);\n    }\n    build(renderState, latestValues, options, props) {\n        buildSVGAttrs(renderState, latestValues, options, this.isSVGTag, props.transformTemplate);\n    }\n    renderInstance(instance, renderState, styleProp, projection) {\n        renderSVG(instance, renderState, styleProp, projection);\n    }\n    mount(instance) {\n        this.isSVGTag = isSVGTag(instance.tagName);\n        super.mount(instance);\n    }\n}\n\nexport { SVGVisualElement };\n","import { HTMLVisualElement } from '../html/HTMLVisualElement.mjs';\nimport { SVGVisualElement } from '../svg/SVGVisualElement.mjs';\nimport { isSVGComponent } from './utils/is-svg-component.mjs';\n\nconst createDomVisualElement = (Component, options) => {\n    return isSVGComponent(Component)\n        ? new SVGVisualElement(options, { enableHardwareAcceleration: false })\n        : new HTMLVisualElement(options, { enableHardwareAcceleration: true });\n};\n\nexport { createDomVisualElement };\n","/**\n * Convert camelCase to dash-case properties.\n */\nconst camelToDash = (str) => str.replace(/([a-z])([A-Z])/g, \"$1-$2\").toLowerCase();\n\nexport { camelToDash };\n","const checkStringStartsWith = (token) => (key) => typeof key === \"string\" && key.startsWith(token);\nconst isCSSVariableName = checkStringStartsWith(\"--\");\nconst isCSSVariableToken = checkStringStartsWith(\"var(--\");\nconst cssVariableRegex = /var\\s*\\(\\s*--[\\w-]+(\\s*,\\s*(?:(?:[^)(]|\\((?:[^)(]+|\\([^)(]*\\))*\\))*)+)?\\s*\\)/g;\n\nexport { cssVariableRegex, isCSSVariableName, isCSSVariableToken };\n","/**\n * We keep these listed seperately as we use the lowercase tag names as part\n * of the runtime bundle to detect SVG components\n */\nconst lowercaseSVGElements = [\n    \"animate\",\n    \"circle\",\n    \"defs\",\n    \"desc\",\n    \"ellipse\",\n    \"g\",\n    \"image\",\n    \"line\",\n    \"filter\",\n    \"marker\",\n    \"mask\",\n    \"metadata\",\n    \"path\",\n    \"pattern\",\n    \"polygon\",\n    \"polyline\",\n    \"rect\",\n    \"stop\",\n    \"switch\",\n    \"symbol\",\n    \"svg\",\n    \"text\",\n    \"tspan\",\n    \"use\",\n    \"view\",\n];\n\nexport { lowercaseSVGElements };\n","import { lowercaseSVGElements } from '../../svg/lowercase-elements.mjs';\n\nfunction isSVGComponent(Component) {\n    if (\n    /**\n     * If it's not a string, it's a custom React component. Currently we only support\n     * HTML custom React components.\n     */\n    typeof Component !== \"string\" ||\n        /**\n         * If it contains a dash, the element is a custom HTML webcomponent.\n         */\n        Component.includes(\"-\")) {\n        return false;\n    }\n    else if (\n    /**\n     * If it's in our list of lowercase SVG tags, it's an SVG component\n     */\n    lowercaseSVGElements.indexOf(Component) > -1 ||\n        /**\n         * If it contains a capital letter, it's an SVG component\n         */\n        /[A-Z]/.test(Component)) {\n        return true;\n    }\n    return false;\n}\n\nexport { isSVGComponent };\n","import { complex } from '../../../value/types/complex/index.mjs';\nimport { filter } from '../../../value/types/complex/filter.mjs';\nimport { getDefaultValueType } from './defaults.mjs';\n\nfunction getAnimatableNone(key, value) {\n    let defaultValueType = getDefaultValueType(key);\n    if (defaultValueType !== filter)\n        defaultValueType = complex;\n    // If value is not recognised as animatable, ie \"none\", create an animatable version origin based on the target\n    return defaultValueType.getAnimatableNone\n        ? defaultValueType.getAnimatableNone(value)\n        : undefined;\n}\n\nexport { getAnimatableNone };\n","import { color } from '../../../value/types/color/index.mjs';\nimport { filter } from '../../../value/types/complex/filter.mjs';\nimport { numberValueTypes } from './number.mjs';\n\n/**\n * A map of default value types for common values\n */\nconst defaultValueTypes = {\n    ...numberValueTypes,\n    // Color props\n    color,\n    backgroundColor: color,\n    outlineColor: color,\n    fill: color,\n    stroke: color,\n    // Border props\n    borderColor: color,\n    borderTopColor: color,\n    borderRightColor: color,\n    borderBottomColor: color,\n    borderLeftColor: color,\n    filter,\n    WebkitFilter: filter,\n};\n/**\n * Gets the default ValueType for the provided value key\n */\nconst getDefaultValueType = (key) => defaultValueTypes[key];\n\nexport { defaultValueTypes, getDefaultValueType };\n","/**\n * ValueType for \"auto\"\n */\nconst auto = {\n    test: (v) => v === \"auto\",\n    parse: (v) => v,\n};\n\nexport { auto };\n","import { number } from '../../../value/types/numbers/index.mjs';\nimport { px, percent, degrees, vw, vh } from '../../../value/types/numbers/units.mjs';\nimport { testValueType } from './test.mjs';\nimport { auto } from './type-auto.mjs';\n\n/**\n * A list of value types commonly used for dimensions\n */\nconst dimensionValueTypes = [number, px, percent, degrees, vw, vh, auto];\n/**\n * Tests a dimensional value against the list of dimension ValueTypes\n */\nconst findDimensionValueType = (v) => dimensionValueTypes.find(testValueType(v));\n\nexport { dimensionValueTypes, findDimensionValueType };\n","import { number } from '../../../value/types/numbers/index.mjs';\n\nconst int = {\n    ...number,\n    transform: Math.round,\n};\n\nexport { int };\n","import { scale, alpha } from '../../../value/types/numbers/index.mjs';\nimport { px, degrees, progressPercentage } from '../../../value/types/numbers/units.mjs';\nimport { int } from './type-int.mjs';\n\nconst numberValueTypes = {\n    // Border props\n    borderWidth: px,\n    borderTopWidth: px,\n    borderRightWidth: px,\n    borderBottomWidth: px,\n    borderLeftWidth: px,\n    borderRadius: px,\n    radius: px,\n    borderTopLeftRadius: px,\n    borderTopRightRadius: px,\n    borderBottomRightRadius: px,\n    borderBottomLeftRadius: px,\n    // Positioning props\n    width: px,\n    maxWidth: px,\n    height: px,\n    maxHeight: px,\n    size: px,\n    top: px,\n    right: px,\n    bottom: px,\n    left: px,\n    // Spacing props\n    padding: px,\n    paddingTop: px,\n    paddingRight: px,\n    paddingBottom: px,\n    paddingLeft: px,\n    margin: px,\n    marginTop: px,\n    marginRight: px,\n    marginBottom: px,\n    marginLeft: px,\n    // Transform props\n    rotate: degrees,\n    rotateX: degrees,\n    rotateY: degrees,\n    rotateZ: degrees,\n    scale,\n    scaleX: scale,\n    scaleY: scale,\n    scaleZ: scale,\n    skew: degrees,\n    skewX: degrees,\n    skewY: degrees,\n    distance: px,\n    translateX: px,\n    translateY: px,\n    translateZ: px,\n    x: px,\n    y: px,\n    z: px,\n    perspective: px,\n    transformPerspective: px,\n    opacity: alpha,\n    originX: progressPercentage,\n    originY: progressPercentage,\n    originZ: px,\n    // Misc\n    zIndex: int,\n    // SVG\n    fillOpacity: alpha,\n    strokeOpacity: alpha,\n    numOctaves: int,\n};\n\nexport { numberValueTypes };\n","/**\n * Tests a provided value against a ValueType\n */\nconst testValueType = (v) => (type) => type.test(v);\n\nexport { testValueType };\n","import { transformPropOrder } from './transform.mjs';\n\nconst translateAlias = {\n    x: \"translateX\",\n    y: \"translateY\",\n    z: \"translateZ\",\n    transformPerspective: \"perspective\",\n};\nconst numTransforms = transformPropOrder.length;\n/**\n * Build a CSS transform style from individual x/y/scale etc properties.\n *\n * This outputs with a default order of transforms/scales/rotations, this can be customised by\n * providing a transformTemplate function.\n */\nfunction buildTransform(transform, { enableHardwareAcceleration = true, allowTransformNone = true, }, transformIsDefault, transformTemplate) {\n    // The transform string we're going to build into.\n    let transformString = \"\";\n    /**\n     * Loop over all possible transforms in order, adding the ones that\n     * are present to the transform string.\n     */\n    for (let i = 0; i < numTransforms; i++) {\n        const key = transformPropOrder[i];\n        if (transform[key] !== undefined) {\n            const transformName = translateAlias[key] || key;\n            transformString += `${transformName}(${transform[key]}) `;\n        }\n    }\n    if (enableHardwareAcceleration && !transform.z) {\n        transformString += \"translateZ(0)\";\n    }\n    transformString = transformString.trim();\n    // If we have a custom `transform` template, pass our transform values and\n    // generated transformString to that before returning\n    if (transformTemplate) {\n        transformString = transformTemplate(transform, transformIsDefault ? \"\" : transformString);\n    }\n    else if (allowTransformNone && transformIsDefault) {\n        transformString = \"none\";\n    }\n    return transformString;\n}\n\nexport { buildTransform };\n","/**\n * Provided a value and a ValueType, returns the value as that value type.\n */\nconst getValueAsType = (value, type) => {\n    return type && typeof value === \"number\"\n        ? type.transform(value)\n        : value;\n};\n\nexport { getValueAsType };\n","import { buildTransform } from './build-transform.mjs';\nimport { isCSSVariableName } from '../../dom/utils/is-css-variable.mjs';\nimport { transformProps } from './transform.mjs';\nimport { getValueAsType } from '../../dom/value-types/get-as-type.mjs';\nimport { numberValueTypes } from '../../dom/value-types/number.mjs';\n\nfunction buildHTMLStyles(state, latestValues, options, transformTemplate) {\n    const { style, vars, transform, transformOrigin } = state;\n    // Track whether we encounter any transform or transformOrigin values.\n    let hasTransform = false;\n    let hasTransformOrigin = false;\n    // Does the calculated transform essentially equal \"none\"?\n    let transformIsNone = true;\n    /**\n     * Loop over all our latest animated values and decide whether to handle them\n     * as a style or CSS variable.\n     *\n     * Transforms and transform origins are kept seperately for further processing.\n     */\n    for (const key in latestValues) {\n        const value = latestValues[key];\n        /**\n         * If this is a CSS variable we don't do any further processing.\n         */\n        if (isCSSVariableName(key)) {\n            vars[key] = value;\n            continue;\n        }\n        // Convert the value to its default value type, ie 0 -> \"0px\"\n        const valueType = numberValueTypes[key];\n        const valueAsType = getValueAsType(value, valueType);\n        if (transformProps.has(key)) {\n            // If this is a transform, flag to enable further transform processing\n            hasTransform = true;\n            transform[key] = valueAsType;\n            // If we already know we have a non-default transform, early return\n            if (!transformIsNone)\n                continue;\n            // Otherwise check to see if this is a default transform\n            if (value !== (valueType.default || 0))\n                transformIsNone = false;\n        }\n        else if (key.startsWith(\"origin\")) {\n            // If this is a transform origin, flag and enable further transform-origin processing\n            hasTransformOrigin = true;\n            transformOrigin[key] = valueAsType;\n        }\n        else {\n            style[key] = valueAsType;\n        }\n    }\n    if (!latestValues.transform) {\n        if (hasTransform || transformTemplate) {\n            style.transform = buildTransform(state.transform, options, transformIsNone, transformTemplate);\n        }\n        else if (style.transform) {\n            /**\n             * If we have previously created a transform but currently don't have any,\n             * reset transform style to none.\n             */\n            style.transform = \"none\";\n        }\n    }\n    /**\n     * Build a transformOrigin style. Uses the same defaults as the browser for\n     * undefined origins.\n     */\n    if (hasTransformOrigin) {\n        const { originX = \"50%\", originY = \"50%\", originZ = 0, } = transformOrigin;\n        style.transformOrigin = `${originX} ${originY} ${originZ}`;\n    }\n}\n\nexport { buildHTMLStyles };\n","function renderHTML(element, { style, vars }, styleProp, projection) {\n    Object.assign(element.style, style, projection && projection.getProjectionStyles(styleProp));\n    // Loop over any CSS variables and assign those.\n    for (const key in vars) {\n        element.style.setProperty(key, vars[key]);\n    }\n}\n\nexport { renderHTML };\n","import { isForcedMotionValue } from '../../../motion/utils/is-forced-motion-value.mjs';\nimport { isMotionValue } from '../../../value/utils/is-motion-value.mjs';\n\nfunction scrapeMotionValuesFromProps(props, prevProps) {\n    const { style } = props;\n    const newValues = {};\n    for (const key in style) {\n        if (isMotionValue(style[key]) ||\n            (prevProps.style && isMotionValue(prevProps.style[key])) ||\n            isForcedMotionValue(key, props)) {\n            newValues[key] = style[key];\n        }\n    }\n    return newValues;\n}\n\nexport { scrapeMotionValuesFromProps };\n","/**\n * Generate a list of every possible transform key.\n */\nconst transformPropOrder = [\n    \"transformPerspective\",\n    \"x\",\n    \"y\",\n    \"z\",\n    \"translateX\",\n    \"translateY\",\n    \"translateZ\",\n    \"scale\",\n    \"scaleX\",\n    \"scaleY\",\n    \"rotate\",\n    \"rotateX\",\n    \"rotateY\",\n    \"rotateZ\",\n    \"skew\",\n    \"skewX\",\n    \"skewY\",\n];\n/**\n * A quick lookup for transform props.\n */\nconst transformProps = new Set(transformPropOrder);\n\nexport { transformPropOrder, transformProps };\n","import { px } from '../../../value/types/numbers/units.mjs';\n\nfunction calcOrigin(origin, offset, size) {\n    return typeof origin === \"string\"\n        ? origin\n        : px.transform(offset + size * origin);\n}\n/**\n * The SVG transform origin defaults are different to CSS and is less intuitive,\n * so we use the measured dimensions of the SVG to reconcile these.\n */\nfunction calcSVGTransformOrigin(dimensions, originX, originY) {\n    const pxOriginX = calcOrigin(originX, dimensions.x, dimensions.width);\n    const pxOriginY = calcOrigin(originY, dimensions.y, dimensions.height);\n    return `${pxOriginX} ${pxOriginY}`;\n}\n\nexport { calcSVGTransformOrigin };\n","import { px } from '../../../value/types/numbers/units.mjs';\n\nconst dashKeys = {\n    offset: \"stroke-dashoffset\",\n    array: \"stroke-dasharray\",\n};\nconst camelKeys = {\n    offset: \"strokeDashoffset\",\n    array: \"strokeDasharray\",\n};\n/**\n * Build SVG path properties. Uses the path's measured length to convert\n * our custom pathLength, pathSpacing and pathOffset into stroke-dashoffset\n * and stroke-dasharray attributes.\n *\n * This function is mutative to reduce per-frame GC.\n */\nfunction buildSVGPath(attrs, length, spacing = 1, offset = 0, useDashCase = true) {\n    // Normalise path length by setting SVG attribute pathLength to 1\n    attrs.pathLength = 1;\n    // We use dash case when setting attributes directly to the DOM node and camel case\n    // when defining props on a React component.\n    const keys = useDashCase ? dashKeys : camelKeys;\n    // Build the dash offset\n    attrs[keys.offset] = px.transform(-offset);\n    // Build the dash array\n    const pathLength = px.transform(length);\n    const pathSpacing = px.transform(spacing);\n    attrs[keys.array] = `${pathLength} ${pathSpacing}`;\n}\n\nexport { buildSVGPath };\n","import { buildHTMLStyles } from '../../html/utils/build-styles.mjs';\nimport { calcSVGTransformOrigin } from './transform-origin.mjs';\nimport { buildSVGPath } from './path.mjs';\n\n/**\n * Build SVG visual attrbutes, like cx and style.transform\n */\nfunction buildSVGAttrs(state, { attrX, attrY, attrScale, originX, originY, pathLength, pathSpacing = 1, pathOffset = 0, \n// This is object creation, which we try to avoid per-frame.\n...latest }, options, isSVGTag, transformTemplate) {\n    buildHTMLStyles(state, latest, options, transformTemplate);\n    /**\n     * For svg tags we just want to make sure viewBox is animatable and treat all the styles\n     * as normal HTML tags.\n     */\n    if (isSVGTag) {\n        if (state.style.viewBox) {\n            state.attrs.viewBox = state.style.viewBox;\n        }\n        return;\n    }\n    state.attrs = state.style;\n    state.style = {};\n    const { attrs, style, dimensions } = state;\n    /**\n     * However, we apply transforms as CSS transforms. So if we detect a transform we take it from attrs\n     * and copy it into style.\n     */\n    if (attrs.transform) {\n        if (dimensions)\n            style.transform = attrs.transform;\n        delete attrs.transform;\n    }\n    // Parse transformOrigin\n    if (dimensions &&\n        (originX !== undefined || originY !== undefined || style.transform)) {\n        style.transformOrigin = calcSVGTransformOrigin(dimensions, originX !== undefined ? originX : 0.5, originY !== undefined ? originY : 0.5);\n    }\n    // Render attrX/attrY/attrScale as attributes\n    if (attrX !== undefined)\n        attrs.x = attrX;\n    if (attrY !== undefined)\n        attrs.y = attrY;\n    if (attrScale !== undefined)\n        attrs.scale = attrScale;\n    // Build SVG path if one has been defined\n    if (pathLength !== undefined) {\n        buildSVGPath(attrs, pathLength, pathSpacing, pathOffset, false);\n    }\n}\n\nexport { buildSVGAttrs };\n","/**\n * A set of attribute names that are always read/written as camel case.\n */\nconst camelCaseAttributes = new Set([\n    \"baseFrequency\",\n    \"diffuseConstant\",\n    \"kernelMatrix\",\n    \"kernelUnitLength\",\n    \"keySplines\",\n    \"keyTimes\",\n    \"limitingConeAngle\",\n    \"markerHeight\",\n    \"markerWidth\",\n    \"numOctaves\",\n    \"targetX\",\n    \"targetY\",\n    \"surfaceScale\",\n    \"specularConstant\",\n    \"specularExponent\",\n    \"stdDeviation\",\n    \"tableValues\",\n    \"viewBox\",\n    \"gradientTransform\",\n    \"pathLength\",\n    \"startOffset\",\n    \"textLength\",\n    \"lengthAdjust\",\n]);\n\nexport { camelCaseAttributes };\n","const isSVGTag = (tag) => typeof tag === \"string\" && tag.toLowerCase() === \"svg\";\n\nexport { isSVGTag };\n","import { camelToDash } from '../../dom/utils/camel-to-dash.mjs';\nimport { renderHTML } from '../../html/utils/render.mjs';\nimport { camelCaseAttributes } from './camel-case-attrs.mjs';\n\nfunction renderSVG(element, renderState, _styleProp, projection) {\n    renderHTML(element, renderState, undefined, projection);\n    for (const key in renderState.attrs) {\n        element.setAttribute(!camelCaseAttributes.has(key) ? camelToDash(key) : key, renderState.attrs[key]);\n    }\n}\n\nexport { renderSVG };\n","import { isMotionValue } from '../../../value/utils/is-motion-value.mjs';\nimport { scrapeMotionValuesFromProps as scrapeMotionValuesFromProps$1 } from '../../html/utils/scrape-motion-values.mjs';\nimport { transformPropOrder } from '../../html/utils/transform.mjs';\n\nfunction scrapeMotionValuesFromProps(props, prevProps) {\n    const newValues = scrapeMotionValuesFromProps$1(props, prevProps);\n    for (const key in props) {\n        if (isMotionValue(props[key]) || isMotionValue(prevProps[key])) {\n            const targetKey = transformPropOrder.indexOf(key) !== -1\n                ? \"attr\" + key.charAt(0).toUpperCase() + key.substring(1)\n                : key;\n            newValues[targetKey] = props[key];\n        }\n    }\n    return newValues;\n}\n\nexport { scrapeMotionValuesFromProps };\n","import { isAnimationControls } from '../../animation/utils/is-animation-controls.mjs';\nimport { isVariantLabel } from './is-variant-label.mjs';\nimport { variantProps } from './variant-props.mjs';\n\nfunction isControllingVariants(props) {\n    return (isAnimationControls(props.animate) ||\n        variantProps.some((name) => isVariantLabel(props[name])));\n}\nfunction isVariantNode(props) {\n    return Boolean(isControllingVariants(props) || props.variants);\n}\n\nexport { isControllingVariants, isVariantNode };\n","/**\n * Decides if the supplied variable is variant label\n */\nfunction isVariantLabel(v) {\n    return typeof v === \"string\" || Array.isArray(v);\n}\n\nexport { isVariantLabel };\n","import { resolveVariantFromProps } from './resolve-variants.mjs';\n\n/**\n * Creates an object containing the latest state of every MotionValue on a VisualElement\n */\nfunction getCurrent(visualElement) {\n    const current = {};\n    visualElement.values.forEach((value, key) => (current[key] = value.get()));\n    return current;\n}\n/**\n * Creates an object containing the latest velocity of every MotionValue on a VisualElement\n */\nfunction getVelocity(visualElement) {\n    const velocity = {};\n    visualElement.values.forEach((value, key) => (velocity[key] = value.getVelocity()));\n    return velocity;\n}\nfunction resolveVariant(visualElement, definition, custom) {\n    const props = visualElement.getProps();\n    return resolveVariantFromProps(props, definition, custom !== undefined ? custom : props.custom, getCurrent(visualElement), getVelocity(visualElement));\n}\n\nexport { resolveVariant };\n","function resolveVariantFromProps(props, definition, custom, currentValues = {}, currentVelocity = {}) {\n    /**\n     * If the variant definition is a function, resolve.\n     */\n    if (typeof definition === \"function\") {\n        definition = definition(custom !== undefined ? custom : props.custom, currentValues, currentVelocity);\n    }\n    /**\n     * If the variant definition is a variant label, or\n     * the function returned a variant label, resolve.\n     */\n    if (typeof definition === \"string\") {\n        definition = props.variants && props.variants[definition];\n    }\n    /**\n     * At this point we've resolved both functions and variant labels,\n     * but the resolved variant label might itself have been a function.\n     * If so, resolve. This can only have returned a valid target object.\n     */\n    if (typeof definition === \"function\") {\n        definition = definition(custom !== undefined ? custom : props.custom, currentValues, currentVelocity);\n    }\n    return definition;\n}\n\nexport { resolveVariantFromProps };\n","/**\n * Check if value is a numerical string, ie a string that is purely a number eg \"100\" or \"-100.1\"\n */\nconst isNumericalString = (v) => /^\\-?\\d*\\.?\\d+$/.test(v);\n\nexport { isNumericalString };\n","import { color } from '../../../value/types/color/index.mjs';\nimport { complex } from '../../../value/types/complex/index.mjs';\nimport { dimensionValueTypes } from './dimensions.mjs';\nimport { testValueType } from './test.mjs';\n\n/**\n * A list of all ValueTypes\n */\nconst valueTypes = [...dimensionValueTypes, color, complex];\n/**\n * Tests a value against the list of ValueTypes\n */\nconst findValueType = (v) => valueTypes.find(testValueType(v));\n\nexport { findValueType };\n","import { isNumericalString } from '../../utils/is-numerical-string.mjs';\nimport { isZeroValueString } from '../../utils/is-zero-value-string.mjs';\nimport { resolveFinalValueInKeyframes } from '../../utils/resolve-value.mjs';\nimport { motionValue } from '../../value/index.mjs';\nimport { complex } from '../../value/types/complex/index.mjs';\nimport { getAnimatableNone } from '../dom/value-types/animatable-none.mjs';\nimport { findValueType } from '../dom/value-types/find.mjs';\nimport { resolveVariant } from './resolve-dynamic-variants.mjs';\n\n/**\n * Set VisualElement's MotionValue, creating a new MotionValue for it if\n * it doesn't exist.\n */\nfunction setMotionValue(visualElement, key, value) {\n    if (visualElement.hasValue(key)) {\n        visualElement.getValue(key).set(value);\n    }\n    else {\n        visualElement.addValue(key, motionValue(value));\n    }\n}\nfunction setTarget(visualElement, definition) {\n    const resolved = resolveVariant(visualElement, definition);\n    let { transitionEnd = {}, transition = {}, ...target } = resolved ? visualElement.makeTargetAnimatable(resolved, false) : {};\n    target = { ...target, ...transitionEnd };\n    for (const key in target) {\n        const value = resolveFinalValueInKeyframes(target[key]);\n        setMotionValue(visualElement, key, value);\n    }\n}\nfunction setVariants(visualElement, variantLabels) {\n    const reversedLabels = [...variantLabels].reverse();\n    reversedLabels.forEach((key) => {\n        const variant = visualElement.getVariant(key);\n        variant && setTarget(visualElement, variant);\n        if (visualElement.variantChildren) {\n            visualElement.variantChildren.forEach((child) => {\n                setVariants(child, variantLabels);\n            });\n        }\n    });\n}\nfunction setValues(visualElement, definition) {\n    if (Array.isArray(definition)) {\n        return setVariants(visualElement, definition);\n    }\n    else if (typeof definition === \"string\") {\n        return setVariants(visualElement, [definition]);\n    }\n    else {\n        setTarget(visualElement, definition);\n    }\n}\nfunction checkTargetForNewValues(visualElement, target, origin) {\n    var _a, _b;\n    const newValueKeys = Object.keys(target).filter((key) => !visualElement.hasValue(key));\n    const numNewValues = newValueKeys.length;\n    if (!numNewValues)\n        return;\n    for (let i = 0; i < numNewValues; i++) {\n        const key = newValueKeys[i];\n        const targetValue = target[key];\n        let value = null;\n        /**\n         * If the target is a series of keyframes, we can use the first value\n         * in the array. If this first value is null, we'll still need to read from the DOM.\n         */\n        if (Array.isArray(targetValue)) {\n            value = targetValue[0];\n        }\n        /**\n         * If the target isn't keyframes, or the first keyframe was null, we need to\n         * first check if an origin value was explicitly defined in the transition as \"from\",\n         * if not read the value from the DOM. As an absolute fallback, take the defined target value.\n         */\n        if (value === null) {\n            value = (_b = (_a = origin[key]) !== null && _a !== void 0 ? _a : visualElement.readValue(key)) !== null && _b !== void 0 ? _b : target[key];\n        }\n        /**\n         * If value is still undefined or null, ignore it. Preferably this would throw,\n         * but this was causing issues in Framer.\n         */\n        if (value === undefined || value === null)\n            continue;\n        if (typeof value === \"string\" &&\n            (isNumericalString(value) || isZeroValueString(value))) {\n            // If this is a number read as a string, ie \"0\" or \"200\", convert it to a number\n            value = parseFloat(value);\n        }\n        else if (!findValueType(value) && complex.test(targetValue)) {\n            value = getAnimatableNone(key, targetValue);\n        }\n        visualElement.addValue(key, motionValue(value, { owner: visualElement }));\n        if (origin[key] === undefined) {\n            origin[key] = value;\n        }\n        if (value !== null)\n            visualElement.setBaseTarget(key, value);\n    }\n}\nfunction getOriginFromTransition(key, transition) {\n    if (!transition)\n        return;\n    const valueTransition = transition[key] || transition[\"default\"] || transition;\n    return valueTransition.from;\n}\nfunction getOrigin(target, transition, visualElement) {\n    const origin = {};\n    for (const key in target) {\n        const transitionOrigin = getOriginFromTransition(key, transition);\n        if (transitionOrigin !== undefined) {\n            origin[key] = transitionOrigin;\n        }\n        else {\n            const value = visualElement.getValue(key);\n            if (value) {\n                origin[key] = value.get();\n            }\n        }\n    }\n    return origin;\n}\n\nexport { checkTargetForNewValues, getOrigin, getOriginFromTransition, setTarget, setValues };\n","const variantPriorityOrder = [\n    \"animate\",\n    \"whileInView\",\n    \"whileFocus\",\n    \"whileHover\",\n    \"whileTap\",\n    \"whileDrag\",\n    \"exit\",\n];\nconst variantProps = [\"initial\", ...variantPriorityOrder];\n\nexport { variantPriorityOrder, variantProps };\n","function addUniqueItem(arr, item) {\n    if (arr.indexOf(item) === -1)\n        arr.push(item);\n}\nfunction removeItem(arr, item) {\n    const index = arr.indexOf(item);\n    if (index > -1)\n        arr.splice(index, 1);\n}\n// Adapted from array-move\nfunction moveItem([...arr], fromIndex, toIndex) {\n    const startIndex = fromIndex < 0 ? arr.length + fromIndex : fromIndex;\n    if (startIndex >= 0 && startIndex < arr.length) {\n        const endIndex = toIndex < 0 ? arr.length + toIndex : toIndex;\n        const [item] = arr.splice(fromIndex, 1);\n        arr.splice(endIndex, 0, item);\n    }\n    return arr;\n}\n\nexport { addUniqueItem, moveItem, removeItem };\n","const clamp = (min, max, v) => Math.min(Math.max(v, min), max);\n\nexport { clamp };\n","import { noop } from './noop.mjs';\n\nlet warning = noop;\nlet invariant = noop;\nif (process.env.NODE_ENV !== \"production\") {\n    warning = (check, message) => {\n        if (!check && typeof console !== \"undefined\") {\n            console.warn(message);\n        }\n    };\n    invariant = (check, message) => {\n        if (!check) {\n            throw new Error(message);\n        }\n    };\n}\n\nexport { invariant, warning };\n","const isBrowser = typeof document !== \"undefined\";\n\nexport { isBrowser };\n","function isRefObject(ref) {\n    return (typeof ref === \"object\" &&\n        Object.prototype.hasOwnProperty.call(ref, \"current\"));\n}\n\nexport { isRefObject };\n","/**\n * Check if the value is a zero value string like \"0px\" or \"0%\"\n */\nconst isZeroValueString = (v) => /^0[^.\\s]+$/.test(v);\n\nexport { isZeroValueString };\n","/*\n  Value in range from progress\n\n  Given a lower limit and an upper limit, we return the value within\n  that range as expressed by progress (usually a number from 0 to 1)\n\n  So progress = 0.5 would change\n\n  from -------- to\n\n  to\n\n  from ---- to\n\n  E.g. from = 10, to = 20, progress = 0.5 => 15\n\n  @param [number]: Lower limit of range\n  @param [number]: Upper limit of range\n  @param [number]: The progress between lower and upper limits expressed 0-1\n  @return [number]: Value as calculated from progress within range (not limited within range)\n*/\nconst mix = (from, to, progress) => -progress * from + progress * to + from;\n\nexport { mix };\n","const noop = (any) => any;\n\nexport { noop };\n","/**\n * Pipe\n * Compose other transformers to run linearily\n * pipe(min(20), max(40))\n * @param  {...functions} transformers\n * @return {function}\n */\nconst combineFunctions = (a, b) => (v) => b(a(v));\nconst pipe = (...transformers) => transformers.reduce(combineFunctions);\n\nexport { pipe };\n","/*\n  Progress within given range\n\n  Given a lower limit and an upper limit, we return the progress\n  (expressed as a number 0-1) represented by the given value, and\n  limit that progress to within 0-1.\n\n  @param [number]: Lower limit\n  @param [number]: Upper limit\n  @param [number]: Value to find progress within given range\n  @return [number]: Progress of value within range as expressed 0-1\n*/\nconst progress = (from, to, value) => {\n    const toFromDifference = to - from;\n    return toFromDifference === 0 ? 1 : (value - from) / toFromDifference;\n};\n\nexport { progress };\n","import { isKeyframesTarget } from '../animation/utils/is-keyframes-target.mjs';\n\nconst isCustomValue = (v) => {\n    return Boolean(v && typeof v === \"object\" && v.mix && v.toValue);\n};\nconst resolveFinalValueInKeyframes = (v) => {\n    // TODO maybe throw if v.length - 1 is placeholder token?\n    return isKeyframesTarget(v) ? v[v.length - 1] || 0 : v;\n};\n\nexport { isCustomValue, resolveFinalValueInKeyframes };\n","import { addUniqueItem, removeItem } from './array.mjs';\n\nclass SubscriptionManager {\n    constructor() {\n        this.subscriptions = [];\n    }\n    add(handler) {\n        addUniqueItem(this.subscriptions, handler);\n        return () => removeItem(this.subscriptions, handler);\n    }\n    notify(a, b, c) {\n        const numSubscriptions = this.subscriptions.length;\n        if (!numSubscriptions)\n            return;\n        if (numSubscriptions === 1) {\n            /**\n             * If there's only a single handler we can just call it without invoking a loop.\n             */\n            this.subscriptions[0](a, b, c);\n        }\n        else {\n            for (let i = 0; i < numSubscriptions; i++) {\n                /**\n                 * Check whether the handler exists before firing as it's possible\n                 * the subscriptions were modified during this loop running.\n                 */\n                const handler = this.subscriptions[i];\n                handler && handler(a, b, c);\n            }\n        }\n    }\n    getSize() {\n        return this.subscriptions.length;\n    }\n    clear() {\n        this.subscriptions.length = 0;\n    }\n}\n\nexport { SubscriptionManager };\n","/**\n * Converts seconds to milliseconds\n *\n * @param seconds - Time in seconds.\n * @return milliseconds - Converted time in milliseconds.\n */\nconst secondsToMilliseconds = (seconds) => seconds * 1000;\nconst millisecondsToSeconds = (milliseconds) => milliseconds / 1000;\n\nexport { millisecondsToSeconds, secondsToMilliseconds };\n","/*\n  Convert velocity into velocity per second\n\n  @param [number]: Unit per frame\n  @param [number]: Frame duration in ms\n*/\nfunction velocityPerSecond(velocity, frameDuration) {\n    return frameDuration ? velocity * (1000 / frameDuration) : 0;\n}\n\nexport { velocityPerSecond };\n","import { SubscriptionManager } from '../utils/subscription-manager.mjs';\nimport { velocityPerSecond } from '../utils/velocity-per-second.mjs';\nimport { warnOnce } from '../utils/warn-once.mjs';\nimport { frame, frameData } from '../frameloop/frame.mjs';\n\nconst isFloat = (value) => {\n    return !isNaN(parseFloat(value));\n};\n/**\n * `MotionValue` is used to track the state and velocity of motion values.\n *\n * @public\n */\nclass MotionValue {\n    /**\n     * @param init - The initiating value\n     * @param config - Optional configuration options\n     *\n     * -  `transformer`: A function to transform incoming values with.\n     *\n     * @internal\n     */\n    constructor(init, options = {}) {\n        /**\n         * This will be replaced by the build step with the latest version number.\n         * When MotionValues are provided to motion components, warn if versions are mixed.\n         */\n        this.version = \"10.13.0\";\n        /**\n         * Duration, in milliseconds, since last updating frame.\n         *\n         * @internal\n         */\n        this.timeDelta = 0;\n        /**\n         * Timestamp of the last time this `MotionValue` was updated.\n         *\n         * @internal\n         */\n        this.lastUpdated = 0;\n        /**\n         * Tracks whether this value can output a velocity. Currently this is only true\n         * if the value is numerical, but we might be able to widen the scope here and support\n         * other value types.\n         *\n         * @internal\n         */\n        this.canTrackVelocity = false;\n        /**\n         * An object containing a SubscriptionManager for each active event.\n         */\n        this.events = {};\n        this.updateAndNotify = (v, render = true) => {\n            this.prev = this.current;\n            this.current = v;\n            // Update timestamp\n            const { delta, timestamp } = frameData;\n            if (this.lastUpdated !== timestamp) {\n                this.timeDelta = delta;\n                this.lastUpdated = timestamp;\n                frame.postRender(this.scheduleVelocityCheck);\n            }\n            // Update update subscribers\n            if (this.prev !== this.current && this.events.change) {\n                this.events.change.notify(this.current);\n            }\n            // Update velocity subscribers\n            if (this.events.velocityChange) {\n                this.events.velocityChange.notify(this.getVelocity());\n            }\n            // Update render subscribers\n            if (render && this.events.renderRequest) {\n                this.events.renderRequest.notify(this.current);\n            }\n        };\n        /**\n         * Schedule a velocity check for the next frame.\n         *\n         * This is an instanced and bound function to prevent generating a new\n         * function once per frame.\n         *\n         * @internal\n         */\n        this.scheduleVelocityCheck = () => frame.postRender(this.velocityCheck);\n        /**\n         * Updates `prev` with `current` if the value hasn't been updated this frame.\n         * This ensures velocity calculations return `0`.\n         *\n         * This is an instanced and bound function to prevent generating a new\n         * function once per frame.\n         *\n         * @internal\n         */\n        this.velocityCheck = ({ timestamp }) => {\n            if (timestamp !== this.lastUpdated) {\n                this.prev = this.current;\n                if (this.events.velocityChange) {\n                    this.events.velocityChange.notify(this.getVelocity());\n                }\n            }\n        };\n        this.hasAnimated = false;\n        this.prev = this.current = init;\n        this.canTrackVelocity = isFloat(this.current);\n        this.owner = options.owner;\n    }\n    /**\n     * Adds a function that will be notified when the `MotionValue` is updated.\n     *\n     * It returns a function that, when called, will cancel the subscription.\n     *\n     * When calling `onChange` inside a React component, it should be wrapped with the\n     * `useEffect` hook. As it returns an unsubscribe function, this should be returned\n     * from the `useEffect` function to ensure you don't add duplicate subscribers..\n     *\n     * ```jsx\n     * export const MyComponent = () => {\n     *   const x = useMotionValue(0)\n     *   const y = useMotionValue(0)\n     *   const opacity = useMotionValue(1)\n     *\n     *   useEffect(() => {\n     *     function updateOpacity() {\n     *       const maxXY = Math.max(x.get(), y.get())\n     *       const newOpacity = transform(maxXY, [0, 100], [1, 0])\n     *       opacity.set(newOpacity)\n     *     }\n     *\n     *     const unsubscribeX = x.on(\"change\", updateOpacity)\n     *     const unsubscribeY = y.on(\"change\", updateOpacity)\n     *\n     *     return () => {\n     *       unsubscribeX()\n     *       unsubscribeY()\n     *     }\n     *   }, [])\n     *\n     *   return <motion.div style={{ x }} />\n     * }\n     * ```\n     *\n     * @param subscriber - A function that receives the latest value.\n     * @returns A function that, when called, will cancel this subscription.\n     *\n     * @deprecated\n     */\n    onChange(subscription) {\n        if (process.env.NODE_ENV !== \"production\") {\n            warnOnce(false, `value.onChange(callback) is deprecated. Switch to value.on(\"change\", callback).`);\n        }\n        return this.on(\"change\", subscription);\n    }\n    on(eventName, callback) {\n        if (!this.events[eventName]) {\n            this.events[eventName] = new SubscriptionManager();\n        }\n        const unsubscribe = this.events[eventName].add(callback);\n        if (eventName === \"change\") {\n            return () => {\n                unsubscribe();\n                /**\n                 * If we have no more change listeners by the start\n                 * of the next frame, stop active animations.\n                 */\n                frame.read(() => {\n                    if (!this.events.change.getSize()) {\n                        this.stop();\n                    }\n                });\n            };\n        }\n        return unsubscribe;\n    }\n    clearListeners() {\n        for (const eventManagers in this.events) {\n            this.events[eventManagers].clear();\n        }\n    }\n    /**\n     * Attaches a passive effect to the `MotionValue`.\n     *\n     * @internal\n     */\n    attach(passiveEffect, stopPassiveEffect) {\n        this.passiveEffect = passiveEffect;\n        this.stopPassiveEffect = stopPassiveEffect;\n    }\n    /**\n     * Sets the state of the `MotionValue`.\n     *\n     * @remarks\n     *\n     * ```jsx\n     * const x = useMotionValue(0)\n     * x.set(10)\n     * ```\n     *\n     * @param latest - Latest value to set.\n     * @param render - Whether to notify render subscribers. Defaults to `true`\n     *\n     * @public\n     */\n    set(v, render = true) {\n        if (!render || !this.passiveEffect) {\n            this.updateAndNotify(v, render);\n        }\n        else {\n            this.passiveEffect(v, this.updateAndNotify);\n        }\n    }\n    setWithVelocity(prev, current, delta) {\n        this.set(current);\n        this.prev = prev;\n        this.timeDelta = delta;\n    }\n    /**\n     * Set the state of the `MotionValue`, stopping any active animations,\n     * effects, and resets velocity to `0`.\n     */\n    jump(v) {\n        this.updateAndNotify(v);\n        this.prev = v;\n        this.stop();\n        if (this.stopPassiveEffect)\n            this.stopPassiveEffect();\n    }\n    /**\n     * Returns the latest state of `MotionValue`\n     *\n     * @returns - The latest state of `MotionValue`\n     *\n     * @public\n     */\n    get() {\n        return this.current;\n    }\n    /**\n     * @public\n     */\n    getPrevious() {\n        return this.prev;\n    }\n    /**\n     * Returns the latest velocity of `MotionValue`\n     *\n     * @returns - The latest velocity of `MotionValue`. Returns `0` if the state is non-numerical.\n     *\n     * @public\n     */\n    getVelocity() {\n        // This could be isFloat(this.prev) && isFloat(this.current), but that would be wasteful\n        return this.canTrackVelocity\n            ? // These casts could be avoided if parseFloat would be typed better\n                velocityPerSecond(parseFloat(this.current) -\n                    parseFloat(this.prev), this.timeDelta)\n            : 0;\n    }\n    /**\n     * Registers a new animation to control this `MotionValue`. Only one\n     * animation can drive a `MotionValue` at one time.\n     *\n     * ```jsx\n     * value.start()\n     * ```\n     *\n     * @param animation - A function that starts the provided animation\n     *\n     * @internal\n     */\n    start(startAnimation) {\n        this.stop();\n        return new Promise((resolve) => {\n            this.hasAnimated = true;\n            this.animation = startAnimation(resolve);\n            if (this.events.animationStart) {\n                this.events.animationStart.notify();\n            }\n        }).then(() => {\n            if (this.events.animationComplete) {\n                this.events.animationComplete.notify();\n            }\n            this.clearAnimation();\n        });\n    }\n    /**\n     * Stop the currently active animation.\n     *\n     * @public\n     */\n    stop() {\n        if (this.animation) {\n            this.animation.stop();\n            if (this.events.animationCancel) {\n                this.events.animationCancel.notify();\n            }\n        }\n        this.clearAnimation();\n    }\n    /**\n     * Returns `true` if this value is currently animating.\n     *\n     * @public\n     */\n    isAnimating() {\n        return !!this.animation;\n    }\n    clearAnimation() {\n        delete this.animation;\n    }\n    /**\n     * Destroy and clean up subscribers to this `MotionValue`.\n     *\n     * The `MotionValue` hooks like `useMotionValue` and `useTransform` automatically\n     * handle the lifecycle of the returned `MotionValue`, so this method is only necessary if you've manually\n     * created a `MotionValue` via the `motionValue` function.\n     *\n     * @public\n     */\n    destroy() {\n        this.clearListeners();\n        this.stop();\n        if (this.stopPassiveEffect) {\n            this.stopPassiveEffect();\n        }\n    }\n}\nfunction motionValue(init, options) {\n    return new MotionValue(init, options);\n}\n\nexport { MotionValue, motionValue };\n","import { rgba } from './rgba.mjs';\nimport { isColorString } from './utils.mjs';\n\nfunction parseHex(v) {\n    let r = \"\";\n    let g = \"\";\n    let b = \"\";\n    let a = \"\";\n    // If we have 6 characters, ie #FF0000\n    if (v.length > 5) {\n        r = v.substring(1, 3);\n        g = v.substring(3, 5);\n        b = v.substring(5, 7);\n        a = v.substring(7, 9);\n        // Or we have 3 characters, ie #F00\n    }\n    else {\n        r = v.substring(1, 2);\n        g = v.substring(2, 3);\n        b = v.substring(3, 4);\n        a = v.substring(4, 5);\n        r += r;\n        g += g;\n        b += b;\n        a += a;\n    }\n    return {\n        red: parseInt(r, 16),\n        green: parseInt(g, 16),\n        blue: parseInt(b, 16),\n        alpha: a ? parseInt(a, 16) / 255 : 1,\n    };\n}\nconst hex = {\n    test: isColorString(\"#\"),\n    parse: parseHex,\n    transform: rgba.transform,\n};\n\nexport { hex };\n","import { alpha } from '../numbers/index.mjs';\nimport { percent } from '../numbers/units.mjs';\nimport { sanitize } from '../utils.mjs';\nimport { isColorString, splitColor } from './utils.mjs';\n\nconst hsla = {\n    test: isColorString(\"hsl\", \"hue\"),\n    parse: splitColor(\"hue\", \"saturation\", \"lightness\"),\n    transform: ({ hue, saturation, lightness, alpha: alpha$1 = 1 }) => {\n        return (\"hsla(\" +\n            Math.round(hue) +\n            \", \" +\n            percent.transform(sanitize(saturation)) +\n            \", \" +\n            percent.transform(sanitize(lightness)) +\n            \", \" +\n            sanitize(alpha.transform(alpha$1)) +\n            \")\");\n    },\n};\n\nexport { hsla };\n","import { isString } from '../utils.mjs';\nimport { hex } from './hex.mjs';\nimport { hsla } from './hsla.mjs';\nimport { rgba } from './rgba.mjs';\n\nconst color = {\n    test: (v) => rgba.test(v) || hex.test(v) || hsla.test(v),\n    parse: (v) => {\n        if (rgba.test(v)) {\n            return rgba.parse(v);\n        }\n        else if (hsla.test(v)) {\n            return hsla.parse(v);\n        }\n        else {\n            return hex.parse(v);\n        }\n    },\n    transform: (v) => {\n        return isString(v)\n            ? v\n            : v.hasOwnProperty(\"red\")\n                ? rgba.transform(v)\n                : hsla.transform(v);\n    },\n};\n\nexport { color };\n","import { clamp } from '../../../utils/clamp.mjs';\nimport { number, alpha } from '../numbers/index.mjs';\nimport { sanitize } from '../utils.mjs';\nimport { isColorString, splitColor } from './utils.mjs';\n\nconst clampRgbUnit = (v) => clamp(0, 255, v);\nconst rgbUnit = {\n    ...number,\n    transform: (v) => Math.round(clampRgbUnit(v)),\n};\nconst rgba = {\n    test: isColorString(\"rgb\", \"red\"),\n    parse: splitColor(\"red\", \"green\", \"blue\"),\n    transform: ({ red, green, blue, alpha: alpha$1 = 1 }) => \"rgba(\" +\n        rgbUnit.transform(red) +\n        \", \" +\n        rgbUnit.transform(green) +\n        \", \" +\n        rgbUnit.transform(blue) +\n        \", \" +\n        sanitize(alpha.transform(alpha$1)) +\n        \")\",\n};\n\nexport { rgbUnit, rgba };\n","import { isString, singleColorRegex, floatRegex } from '../utils.mjs';\n\n/**\n * Returns true if the provided string is a color, ie rgba(0,0,0,0) or #000,\n * but false if a number or multiple colors\n */\nconst isColorString = (type, testProp) => (v) => {\n    return Boolean((isString(v) && singleColorRegex.test(v) && v.startsWith(type)) ||\n        (testProp && Object.prototype.hasOwnProperty.call(v, testProp)));\n};\nconst splitColor = (aName, bName, cName) => (v) => {\n    if (!isString(v))\n        return v;\n    const [a, b, c, alpha] = v.match(floatRegex);\n    return {\n        [aName]: parseFloat(a),\n        [bName]: parseFloat(b),\n        [cName]: parseFloat(c),\n        alpha: alpha !== undefined ? parseFloat(alpha) : 1,\n    };\n};\n\nexport { isColorString, splitColor };\n","import { complex } from './index.mjs';\nimport { floatRegex } from '../utils.mjs';\n\n/**\n * Properties that should default to 1 or 100%\n */\nconst maxDefaults = new Set([\"brightness\", \"contrast\", \"saturate\", \"opacity\"]);\nfunction applyDefaultFilter(v) {\n    const [name, value] = v.slice(0, -1).split(\"(\");\n    if (name === \"drop-shadow\")\n        return v;\n    const [number] = value.match(floatRegex) || [];\n    if (!number)\n        return v;\n    const unit = value.replace(number, \"\");\n    let defaultValue = maxDefaults.has(name) ? 1 : 0;\n    if (number !== value)\n        defaultValue *= 100;\n    return name + \"(\" + defaultValue + unit + \")\";\n}\nconst functionRegex = /([a-z-]*)\\(.*?\\)/g;\nconst filter = {\n    ...complex,\n    getAnimatableNone: (v) => {\n        const functions = v.match(functionRegex);\n        return functions ? functions.map(applyDefaultFilter).join(\" \") : v;\n    },\n};\n\nexport { filter };\n","import { cssVariableRegex } from '../../../render/dom/utils/is-css-variable.mjs';\nimport { noop } from '../../../utils/noop.mjs';\nimport { color } from '../color/index.mjs';\nimport { number } from '../numbers/index.mjs';\nimport { colorRegex, floatRegex, isString, sanitize } from '../utils.mjs';\n\nfunction test(v) {\n    var _a, _b;\n    return (isNaN(v) &&\n        isString(v) &&\n        (((_a = v.match(floatRegex)) === null || _a === void 0 ? void 0 : _a.length) || 0) +\n            (((_b = v.match(colorRegex)) === null || _b === void 0 ? void 0 : _b.length) || 0) >\n            0);\n}\nconst cssVarTokeniser = {\n    regex: cssVariableRegex,\n    countKey: \"Vars\",\n    token: \"${v}\",\n    parse: noop,\n};\nconst colorTokeniser = {\n    regex: colorRegex,\n    countKey: \"Colors\",\n    token: \"${c}\",\n    parse: color.parse,\n};\nconst numberTokeniser = {\n    regex: floatRegex,\n    countKey: \"Numbers\",\n    token: \"${n}\",\n    parse: number.parse,\n};\nfunction tokenise(info, { regex, countKey, token, parse }) {\n    const matches = info.tokenised.match(regex);\n    if (!matches)\n        return;\n    info[\"num\" + countKey] = matches.length;\n    info.tokenised = info.tokenised.replace(regex, token);\n    info.values.push(...matches.map(parse));\n}\nfunction analyseComplexValue(value) {\n    const originalValue = value.toString();\n    const info = {\n        value: originalValue,\n        tokenised: originalValue,\n        values: [],\n        numVars: 0,\n        numColors: 0,\n        numNumbers: 0,\n    };\n    if (info.value.includes(\"var(--\"))\n        tokenise(info, cssVarTokeniser);\n    tokenise(info, colorTokeniser);\n    tokenise(info, numberTokeniser);\n    return info;\n}\nfunction parseComplexValue(v) {\n    return analyseComplexValue(v).values;\n}\nfunction createTransformer(source) {\n    const { values, numColors, numVars, tokenised } = analyseComplexValue(source);\n    const numValues = values.length;\n    return (v) => {\n        let output = tokenised;\n        for (let i = 0; i < numValues; i++) {\n            if (i < numVars) {\n                output = output.replace(cssVarTokeniser.token, v[i]);\n            }\n            else if (i < numVars + numColors) {\n                output = output.replace(colorTokeniser.token, color.transform(v[i]));\n            }\n            else {\n                output = output.replace(numberTokeniser.token, sanitize(v[i]));\n            }\n        }\n        return output;\n    };\n}\nconst convertNumbersToZero = (v) => typeof v === \"number\" ? 0 : v;\nfunction getAnimatableNone(v) {\n    const parsed = parseComplexValue(v);\n    const transformer = createTransformer(v);\n    return transformer(parsed.map(convertNumbersToZero));\n}\nconst complex = {\n    test,\n    parse: parseComplexValue,\n    createTransformer,\n    getAnimatableNone,\n};\n\nexport { analyseComplexValue, complex };\n","import { clamp } from '../../../utils/clamp.mjs';\n\nconst number = {\n    test: (v) => typeof v === \"number\",\n    parse: parseFloat,\n    transform: (v) => v,\n};\nconst alpha = {\n    ...number,\n    transform: (v) => clamp(0, 1, v),\n};\nconst scale = {\n    ...number,\n    default: 1,\n};\n\nexport { alpha, number, scale };\n","import { isString } from '../utils.mjs';\n\nconst createUnitType = (unit) => ({\n    test: (v) => isString(v) && v.endsWith(unit) && v.split(\" \").length === 1,\n    parse: parseFloat,\n    transform: (v) => `${v}${unit}`,\n});\nconst degrees = createUnitType(\"deg\");\nconst percent = createUnitType(\"%\");\nconst px = createUnitType(\"px\");\nconst vh = createUnitType(\"vh\");\nconst vw = createUnitType(\"vw\");\nconst progressPercentage = {\n    ...percent,\n    parse: (v) => percent.parse(v) / 100,\n    transform: (v) => percent.transform(v * 100),\n};\n\nexport { degrees, percent, progressPercentage, px, vh, vw };\n","/**\n * TODO: When we move from string as a source of truth to data models\n * everything in this folder should probably be referred to as models vs types\n */\n// If this number is a decimal, make it just five decimal places\n// to avoid exponents\nconst sanitize = (v) => Math.round(v * 100000) / 100000;\nconst floatRegex = /(-)?([\\d]*\\.?[\\d])+/g;\nconst colorRegex = /(#[0-9a-f]{3,8}|(rgb|hsl)a?\\((-?[\\d\\.]+%?[,\\s]+){2}(-?[\\d\\.]+%?)\\s*[\\,\\/]?\\s*[\\d\\.]*%?\\))/gi;\nconst singleColorRegex = /^(#[0-9a-f]{3,8}|(rgb|hsl)a?\\((-?[\\d\\.]+%?[,\\s]+){2}(-?[\\d\\.]+%?)\\s*[\\,\\/]?\\s*[\\d\\.]*%?\\))$/i;\nfunction isString(v) {\n    return typeof v === \"string\";\n}\n\nexport { colorRegex, floatRegex, isString, sanitize, singleColorRegex };\n","import { isMotionValue } from '../utils/is-motion-value.mjs';\n\nfunction isWillChangeMotionValue(value) {\n    return Boolean(isMotionValue(value) && value.add);\n}\n\nexport { isWillChangeMotionValue };\n","const isMotionValue = (value) => Boolean(value && value.getVelocity);\n\nexport { isMotionValue };\n","import { isCustomValue } from '../../utils/resolve-value.mjs';\nimport { isMotionValue } from './is-motion-value.mjs';\n\n/**\n * If the provided value is a MotionValue, this returns the actual value, otherwise just the value itself\n *\n * TODO: Remove and move to library\n */\nfunction resolveMotionValue(value) {\n    const unwrappedValue = isMotionValue(value) ? value.get() : value;\n    return isCustomValue(unwrappedValue)\n        ? unwrappedValue.toValue()\n        : unwrappedValue;\n}\n\nexport { resolveMotionValue 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