\r\n\r\n
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\r\n Expert Yacht Painting Services in Florida, USA\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
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Are you searching for expert yacht painting services that exceed expectations? At , we specialize in yacht painting, marine paint applications, and yacht refinishing. Our team is equipped with the skills and knowledge to handle various aspects of boat painting, including hull painting, topside painting, bottom painting, and deck painting.
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Located in Florida, USA, is your trusted partner for all your yacht painting needs. Our professional marine painters are dedicated to delivering top-quality results, whether you're looking to refresh your yacht's appearance or undertake a complete refinishing project. We offer a wide range of marine coatings and boat coatings, including eco-friendly options, ensuring that your yacht receives the best treatment possible.
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As your premier yacht paint suppliers, we take pride in offering high-quality marine paint products that meet the highest standards of durability and performance. Whether you're in search of the best marine paint for yachts or need advice on surface preparation and application techniques, our team is here to assist you every step of the way.
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With , you can expect professional yacht painting services tailored to your specific needs. From providing tips for DIY yacht painting to offering insights on the cost and benefits of professional marine painting, we're committed to ensuring your satisfaction. Contact us today to learn more about our Ares Marine yacht painting services and paint products.
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\r\n
\r\n {PaintData.map((boat, index) => (\r\n
\r\n
{boat.Type} {boat.Year} {boat.Length} {boat.BoatName}
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\r\n ))}\r\n
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\r\n )\r\n}\r\n\r\nexport default CustomPaint;","import React from 'react';\r\nimport PageHeader from './Component/PageHeader';\r\nimport { Helmet } from 'react-helmet';\r\n\r\nconst Videos = () => {\r\n return (\r\n ` children such as `TableCell`.\n */\n children: PropTypes.node,\n /**\n * Override or extend the styles applied to the component.\n */\n classes: PropTypes.object,\n /**\n * @ignore\n */\n className: PropTypes.string,\n /**\n * The component used for the root node.\n * Either a string to use a HTML element or a component.\n */\n component: PropTypes.elementType,\n /**\n * If `true`, the table row will shade on hover.\n * @default false\n */\n hover: PropTypes.bool,\n /**\n * If `true`, the table row will have the selected shading.\n * @default false\n */\n selected: PropTypes.bool,\n /**\n * The system prop that allows defining system overrides as well as additional CSS styles.\n */\n sx: PropTypes.oneOfType([PropTypes.arrayOf(PropTypes.oneOfType([PropTypes.func, PropTypes.object, PropTypes.bool])), PropTypes.func, PropTypes.object])\n} : void 0;\nexport default TableRow;","import generateUtilityClasses from '@mui/utils/generateUtilityClasses';\nimport generateUtilityClass from '@mui/utils/generateUtilityClass';\nexport function getTableCellUtilityClass(slot) {\n return generateUtilityClass('MuiTableCell', slot);\n}\nconst tableCellClasses = generateUtilityClasses('MuiTableCell', ['root', 'head', 'body', 'footer', 'sizeSmall', 'sizeMedium', 'paddingCheckbox', 'paddingNone', 'alignLeft', 'alignCenter', 'alignRight', 'alignJustify', 'stickyHeader']);\nexport default tableCellClasses;","'use client';\n\nimport _objectWithoutPropertiesLoose from \"@babel/runtime/helpers/esm/objectWithoutPropertiesLoose\";\nimport _extends from \"@babel/runtime/helpers/esm/extends\";\nconst _excluded = [\"align\", \"className\", \"component\", \"padding\", \"scope\", \"size\", \"sortDirection\", \"variant\"];\nimport * as React from 'react';\nimport PropTypes from 'prop-types';\nimport clsx from 'clsx';\nimport composeClasses from '@mui/utils/composeClasses';\nimport { darken, alpha, lighten } from '@mui/system/colorManipulator';\nimport capitalize from '../utils/capitalize';\nimport TableContext from '../Table/TableContext';\nimport Tablelvl2Context from '../Table/Tablelvl2Context';\nimport useThemeProps from '../styles/useThemeProps';\nimport styled from '../styles/styled';\nimport tableCellClasses, { getTableCellUtilityClass } from './tableCellClasses';\nimport { jsx as _jsx } from \"react/jsx-runtime\";\nconst useUtilityClasses = ownerState => {\n const {\n classes,\n variant,\n align,\n padding,\n size,\n stickyHeader\n } = ownerState;\n const slots = {\n root: ['root', variant, stickyHeader && 'stickyHeader', align !== 'inherit' && `align${capitalize(align)}`, padding !== 'normal' && `padding${capitalize(padding)}`, `size${capitalize(size)}`]\n };\n return composeClasses(slots, getTableCellUtilityClass, classes);\n};\nconst TableCellRoot = styled('td', {\n name: 'MuiTableCell',\n slot: 'Root',\n overridesResolver: (props, styles) => {\n const {\n ownerState\n } = props;\n return [styles.root, styles[ownerState.variant], styles[`size${capitalize(ownerState.size)}`], ownerState.padding !== 'normal' && styles[`padding${capitalize(ownerState.padding)}`], ownerState.align !== 'inherit' && styles[`align${capitalize(ownerState.align)}`], ownerState.stickyHeader && styles.stickyHeader];\n }\n})(({\n theme,\n ownerState\n}) => _extends({}, theme.typography.body2, {\n display: 'table-cell',\n verticalAlign: 'inherit',\n // Workaround for a rendering bug with spanned columns in Chrome 62.0.\n // Removes the alpha (sets it to 1), and lightens or darkens the theme color.\n borderBottom: theme.vars ? `1px solid ${theme.vars.palette.TableCell.border}` : `1px solid\n ${theme.palette.mode === 'light' ? lighten(alpha(theme.palette.divider, 1), 0.88) : darken(alpha(theme.palette.divider, 1), 0.68)}`,\n textAlign: 'left',\n padding: 16\n}, ownerState.variant === 'head' && {\n color: (theme.vars || theme).palette.text.primary,\n lineHeight: theme.typography.pxToRem(24),\n fontWeight: theme.typography.fontWeightMedium\n}, ownerState.variant === 'body' && {\n color: (theme.vars || theme).palette.text.primary\n}, ownerState.variant === 'footer' && {\n color: (theme.vars || theme).palette.text.secondary,\n lineHeight: theme.typography.pxToRem(21),\n fontSize: theme.typography.pxToRem(12)\n}, ownerState.size === 'small' && {\n padding: '6px 16px',\n [`&.${tableCellClasses.paddingCheckbox}`]: {\n width: 24,\n // prevent the checkbox column from growing\n padding: '0 12px 0 16px',\n '& > *': {\n padding: 0\n }\n }\n}, ownerState.padding === 'checkbox' && {\n width: 48,\n // prevent the checkbox column from growing\n padding: '0 0 0 4px'\n}, ownerState.padding === 'none' && {\n padding: 0\n}, ownerState.align === 'left' && {\n textAlign: 'left'\n}, ownerState.align === 'center' && {\n textAlign: 'center'\n}, ownerState.align === 'right' && {\n textAlign: 'right',\n flexDirection: 'row-reverse'\n}, ownerState.align === 'justify' && {\n textAlign: 'justify'\n}, ownerState.stickyHeader && {\n position: 'sticky',\n top: 0,\n zIndex: 2,\n backgroundColor: (theme.vars || theme).palette.background.default\n}));\n\n/**\n * The component renders a `` element when the parent context is a header\n * or otherwise a ` | ` element.\n */\nconst TableCell = /*#__PURE__*/React.forwardRef(function TableCell(inProps, ref) {\n const props = useThemeProps({\n props: inProps,\n name: 'MuiTableCell'\n });\n const {\n align = 'inherit',\n className,\n component: componentProp,\n padding: paddingProp,\n scope: scopeProp,\n size: sizeProp,\n sortDirection,\n variant: variantProp\n } = props,\n other = _objectWithoutPropertiesLoose(props, _excluded);\n const table = React.useContext(TableContext);\n const tablelvl2 = React.useContext(Tablelvl2Context);\n const isHeadCell = tablelvl2 && tablelvl2.variant === 'head';\n let component;\n if (componentProp) {\n component = componentProp;\n } else {\n component = isHeadCell ? 'th' : 'td';\n }\n let scope = scopeProp;\n // scope is not a valid attribute for | | elements.\n // source: https://html.spec.whatwg.org/multipage/tables.html#the-td-element\n if (component === 'td') {\n scope = undefined;\n } else if (!scope && isHeadCell) {\n scope = 'col';\n }\n const variant = variantProp || tablelvl2 && tablelvl2.variant;\n const ownerState = _extends({}, props, {\n align,\n component,\n padding: paddingProp || (table && table.padding ? table.padding : 'normal'),\n size: sizeProp || (table && table.size ? table.size : 'medium'),\n sortDirection,\n stickyHeader: variant === 'head' && table && table.stickyHeader,\n variant\n });\n const classes = useUtilityClasses(ownerState);\n let ariaSort = null;\n if (sortDirection) {\n ariaSort = sortDirection === 'asc' ? 'ascending' : 'descending';\n }\n return /*#__PURE__*/_jsx(TableCellRoot, _extends({\n as: component,\n ref: ref,\n className: clsx(classes.root, className),\n \"aria-sort\": ariaSort,\n scope: scope,\n ownerState: ownerState\n }, other));\n});\nprocess.env.NODE_ENV !== \"production\" ? TableCell.propTypes /* remove-proptypes */ = {\n // ┌────────────────────────────── Warning ──────────────────────────────┐\n // │ These PropTypes are generated from the TypeScript type definitions. │\n // │ To update them, edit the d.ts file and run `pnpm proptypes`. │\n // └─────────────────────────────────────────────────────────────────────┘\n /**\n * Set the text-align on the table cell content.\n *\n * Monetary or generally number fields **should be right aligned** as that allows\n * you to add them up quickly in your head without having to worry about decimals.\n * @default 'inherit'\n */\n align: PropTypes.oneOf(['center', 'inherit', 'justify', 'left', 'right']),\n /**\n * The content of the component.\n */\n children: PropTypes.node,\n /**\n * Override or extend the styles applied to the component.\n */\n classes: PropTypes.object,\n /**\n * @ignore\n */\n className: PropTypes.string,\n /**\n * The component used for the root node.\n * Either a string to use a HTML element or a component.\n */\n component: PropTypes.elementType,\n /**\n * Sets the padding applied to the cell.\n * The prop defaults to the value (`'default'`) inherited from the parent Table component.\n */\n padding: PropTypes.oneOf(['checkbox', 'none', 'normal']),\n /**\n * Set scope attribute.\n */\n scope: PropTypes.string,\n /**\n * Specify the size of the cell.\n * The prop defaults to the value (`'medium'`) inherited from the parent Table component.\n */\n size: PropTypes /* @typescript-to-proptypes-ignore */.oneOfType([PropTypes.oneOf(['medium', 'small']), PropTypes.string]),\n /**\n * Set aria-sort direction.\n */\n sortDirection: PropTypes.oneOf(['asc', 'desc', false]),\n /**\n * The system prop that allows defining system overrides as well as additional CSS styles.\n */\n sx: PropTypes.oneOfType([PropTypes.arrayOf(PropTypes.oneOfType([PropTypes.func, PropTypes.object, PropTypes.bool])), PropTypes.func, PropTypes.object]),\n /**\n * Specify the cell type.\n * The prop defaults to the value inherited from the parent TableHead, TableBody, or TableFooter components.\n */\n variant: PropTypes /* @typescript-to-proptypes-ignore */.oneOfType([PropTypes.oneOf(['body', 'footer', 'head']), PropTypes.string])\n} : void 0;\nexport default TableCell;","import generateUtilityClasses from '@mui/utils/generateUtilityClasses';\nimport generateUtilityClass from '@mui/utils/generateUtilityClass';\nexport function getTableBodyUtilityClass(slot) {\n return generateUtilityClass('MuiTableBody', slot);\n}\nconst tableBodyClasses = generateUtilityClasses('MuiTableBody', ['root']);\nexport default tableBodyClasses;","'use client';\n\nimport _extends from \"@babel/runtime/helpers/esm/extends\";\nimport _objectWithoutPropertiesLoose from \"@babel/runtime/helpers/esm/objectWithoutPropertiesLoose\";\nconst _excluded = [\"className\", \"component\"];\nimport * as React from 'react';\nimport PropTypes from 'prop-types';\nimport clsx from 'clsx';\nimport composeClasses from '@mui/utils/composeClasses';\nimport Tablelvl2Context from '../Table/Tablelvl2Context';\nimport useThemeProps from '../styles/useThemeProps';\nimport styled from '../styles/styled';\nimport { getTableBodyUtilityClass } from './tableBodyClasses';\nimport { jsx as _jsx } from \"react/jsx-runtime\";\nconst useUtilityClasses = ownerState => {\n const {\n classes\n } = ownerState;\n const slots = {\n root: ['root']\n };\n return composeClasses(slots, getTableBodyUtilityClass, classes);\n};\nconst TableBodyRoot = styled('tbody', {\n name: 'MuiTableBody',\n slot: 'Root',\n overridesResolver: (props, styles) => styles.root\n})({\n display: 'table-row-group'\n});\nconst tablelvl2 = {\n variant: 'body'\n};\nconst defaultComponent = 'tbody';\nconst TableBody = /*#__PURE__*/React.forwardRef(function TableBody(inProps, ref) {\n const props = useThemeProps({\n props: inProps,\n name: 'MuiTableBody'\n });\n const {\n className,\n component = defaultComponent\n } = props,\n other = _objectWithoutPropertiesLoose(props, _excluded);\n const ownerState = _extends({}, props, {\n component\n });\n const classes = useUtilityClasses(ownerState);\n return /*#__PURE__*/_jsx(Tablelvl2Context.Provider, {\n value: tablelvl2,\n children: /*#__PURE__*/_jsx(TableBodyRoot, _extends({\n className: clsx(classes.root, className),\n as: component,\n ref: ref,\n role: component === defaultComponent ? null : 'rowgroup',\n ownerState: ownerState\n }, other))\n });\n});\nprocess.env.NODE_ENV !== \"production\" ? TableBody.propTypes /* remove-proptypes */ = {\n // ┌────────────────────────────── Warning ──────────────────────────────┐\n // │ These PropTypes are generated from the TypeScript type definitions. │\n // │ To update them, edit the d.ts file and run `pnpm proptypes`. │\n // └─────────────────────────────────────────────────────────────────────┘\n /**\n * The content of the component, normally `TableRow`.\n */\n children: PropTypes.node,\n /**\n * Override or extend the styles applied to the component.\n */\n classes: PropTypes.object,\n /**\n * @ignore\n */\n className: PropTypes.string,\n /**\n * The component used for the root node.\n * Either a string to use a HTML element or a component.\n */\n component: PropTypes.elementType,\n /**\n * The system prop that allows defining system overrides as well as additional CSS styles.\n */\n sx: PropTypes.oneOfType([PropTypes.arrayOf(PropTypes.oneOfType([PropTypes.func, PropTypes.object, PropTypes.bool])), PropTypes.func, PropTypes.object])\n} : void 0;\nexport default TableBody;","import React, { useState, useEffect } from 'react';\r\n\r\nconst Open = () => {\r\n const [isOpen, setIsOpen] = useState(false);\r\n\r\n useEffect(() => {\r\n const checkStatus = () => {\r\n const now = new Date();\r\n const currentHourInET = now.getUTCHours() - 4; // Eastern Timezone offset\r\n\r\n // Check if it's a Saturday or Sunday, and outside of 9AM to 5PM\r\n const isWeekend = now.getDay() === 0 || now.getDay() === 6;\r\n const isOpenNow = !isWeekend && currentHourInET >= 9 && currentHourInET < 17;\r\n\r\n setIsOpen(isOpenNow);\r\n };\r\n\r\n // Check the status initially and then set up an interval to update it every minute\r\n checkStatus();\r\n const intervalId = setInterval(checkStatus, 60000);\r\n\r\n // Cleanup interval on component unmount\r\n return () => clearInterval(intervalId);\r\n }, []);\r\n\r\n return (\r\n < >\r\n \r\n \r\n {isOpen ? 'We are Open' : 'We are Closed'}\r\n\r\n \r\n
\r\n >\r\n );\r\n};\r\n\r\nexport default Open;","import React from 'react';\r\nimport CompanyName from './Component/CompanyName'\r\nimport PageHeader from './Component/PageHeader';\r\nimport { Table, TableBody, TableCell, TableContainer, TableHead, TableRow, Paper } from '@mui/material';\r\nimport Open from './Component/Open';\r\nimport PhonelinkRingIcon from '@mui/icons-material/PhonelinkRing';\r\nimport FaxIcon from '@mui/icons-material/Fax';\r\nimport WhatsAppIcon from '@mui/icons-material/WhatsApp';\r\nimport EmailIcon from '@mui/icons-material/Email';\r\nimport ArrowRightIcon from '@mui/icons-material/ArrowRight';\r\nimport Button from '@mui/material/Button';\r\nimport { Helmet } from 'react-helmet';\r\n\r\nconst Contact = () => {\r\n\r\n const phoneNumber = '9546462797'; // Replace with your phone number\r\n const whatsappNumber = '+1234567890'; // Replace with your WhatsApp number\r\n const emailAddress = 'rick@aresmarine.com'; // Replace with your email address\r\n const faxnumber = '9545240994';\r\n\r\n const handlePhoneClick = () => {\r\n window.location.href = 'tel:' + phoneNumber;\r\n };\r\n\r\n const handleFaxClick = () => {\r\n window.location.href = 'fax:' + faxnumber;\r\n };\r\n\r\n const handleWhatsAppClick = () => {\r\n window.location.href = 'https://wa.me/' + whatsappNumber;\r\n };\r\n\r\n const handleEmailClick = (boat) => {\r\n const subject = encodeURIComponent(`Ares Custom Yachts Contact`);\r\n window.location.href = `mailto:${emailAddress}?subject=${subject}`;\r\n };\r\n\r\n\r\n\r\n return (\r\n \r\n
\r\n\r\n
\r\n Contact Ares Custom Yachts for Yacht Restoration, Sales, and Expert Consultation in Florida, USA\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n
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\r\n \r\n \r\n \r\n Phone:
\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n Fax:
\r\n \r\n \r\n \r\n \r\n \r\n WhatsApp
\r\n \r\n \r\n \r\n \r\n \r\n E-mail
\r\n \r\n \r\n\r\n
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\r\n \r\n
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\r\n
\r\n \r\n \r\n \r\n \r\n \r\n \r\n Day\r\n Hours\r\n \r\n \r\n \r\n \r\n \r\n\r\n Monday - Friday\r\n 9:00 AM - 5:00 PM\r\n \r\n \r\n \r\n\r\n Saturday\r\n Closed\r\n \r\n \r\n \r\n\r\n Sunday\r\n Closed\r\n \r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n
\r\n )\r\n}\r\n\r\nexport default Contact","import { createContext } from 'react';\n\n/**\n * @public\n */\nconst MotionConfigContext = createContext({\n transformPagePoint: (p) => p,\n isStatic: false,\n reducedMotion: \"never\",\n});\n\nexport { MotionConfigContext };\n","import { createContext } from 'react';\n\nconst MotionContext = createContext({});\n\nexport { MotionContext };\n","import { createContext } from 'react';\n\n/**\n * @public\n */\nconst PresenceContext = createContext(null);\n\nexport { PresenceContext };\n","const isBrowser = typeof document !== \"undefined\";\n\nexport { isBrowser };\n","import { useLayoutEffect, useEffect } from 'react';\nimport { isBrowser } from './is-browser.mjs';\n\nconst useIsomorphicLayoutEffect = isBrowser ? useLayoutEffect : useEffect;\n\nexport { useIsomorphicLayoutEffect };\n","import { createContext } from 'react';\n\nconst LazyContext = createContext({ strict: false });\n\nexport { LazyContext };\n","/**\n * Convert camelCase to dash-case properties.\n */\nconst camelToDash = (str) => str.replace(/([a-z])([A-Z])/gu, \"$1-$2\").toLowerCase();\n\nexport { camelToDash };\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","const MotionGlobalConfig = {\n skipAnimations: false,\n useManualTiming: false,\n};\n\nexport { MotionGlobalConfig };\n","class Queue {\n constructor() {\n this.order = [];\n this.scheduled = new Set();\n }\n add(process) {\n if (!this.scheduled.has(process)) {\n this.scheduled.add(process);\n this.order.push(process);\n return true;\n }\n }\n remove(process) {\n const index = this.order.indexOf(process);\n if (index !== -1) {\n this.order.splice(index, 1);\n this.scheduled.delete(process);\n }\n }\n clear() {\n this.order.length = 0;\n this.scheduled.clear();\n }\n}\nfunction createRenderStep(runNextFrame) {\n /**\n * We create and reuse two queues, 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 thisFrame = new Queue();\n let nextFrame = new Queue();\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 queue = addToCurrentFrame ? thisFrame : nextFrame;\n if (keepAlive)\n toKeepAlive.add(callback);\n if (queue.add(callback) && addToCurrentFrame && isProcessing) {\n // If we're adding it to the currently running queue, update its measured size\n numToRun = thisFrame.order.length;\n }\n return callback;\n },\n /**\n * Cancel the provided callback from running on the next frame.\n */\n cancel: (callback) => {\n nextFrame.remove(callback);\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 [thisFrame, nextFrame] = [nextFrame, thisFrame];\n // Clear the next frame queue\n nextFrame.clear();\n // Execute this frame\n numToRun = thisFrame.order.length;\n if (numToRun) {\n for (let i = 0; i < numToRun; i++) {\n const callback = thisFrame.order[i];\n if (toKeepAlive.has(callback)) {\n step.schedule(callback);\n runNextFrame();\n }\n callback(frameData);\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","import { MotionGlobalConfig } from '../utils/GlobalConfig.mjs';\nimport { createRenderStep } from './render-step.mjs';\n\nconst stepsOrder = [\n \"read\",\n \"resolveKeyframes\",\n \"update\",\n \"preRender\",\n \"render\",\n \"postRender\", // Compute\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) => {\n steps[stepId].process(state);\n };\n const processBatch = () => {\n const timestamp = MotionGlobalConfig.useManualTiming\n ? state.timestamp\n : performance.now();\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 };\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 { createRenderBatcher } from './batcher.mjs';\n\nconst { schedule: microtask, cancel: cancelMicrotask } = createRenderBatcher(queueMicrotask, false);\n\nexport { cancelMicrotask, microtask };\n","function isRefObject(ref) {\n return (ref &&\n typeof ref === \"object\" &&\n Object.prototype.hasOwnProperty.call(ref, \"current\"));\n}\n\nexport { isRefObject };\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","function isAnimationControls(v) {\n return (v !== null &&\n typeof v === \"object\" &&\n typeof v.start === \"function\");\n}\n\nexport { isAnimationControls };\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","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","import { useContext, useMemo } from 'react';\nimport { MotionContext } from './index.mjs';\nimport { getCurrentTreeVariants } from './utils.mjs';\n\nfunction useCreateMotionContext(props) {\n const { initial, animate } = getCurrentTreeVariants(props, useContext(MotionContext));\n return useMemo(() => ({ initial, animate }), [variantLabelsAsDependency(initial), variantLabelsAsDependency(animate)]);\n}\nfunction variantLabelsAsDependency(prop) {\n return Array.isArray(prop) ? prop.join(\" \") : prop;\n}\n\nexport { useCreateMotionContext };\n","import { isVariantLabel } from '../../render/utils/is-variant-label.mjs';\nimport { isControllingVariants } from '../../render/utils/is-controlling-variants.mjs';\n\nfunction getCurrentTreeVariants(props, context) {\n if (isControllingVariants(props)) {\n const { initial, animate } = props;\n return {\n initial: initial === false || isVariantLabel(initial)\n ? initial\n : undefined,\n animate: isVariantLabel(animate) ? animate : undefined,\n };\n }\n return props.inherit !== false ? context : {};\n}\n\nexport { getCurrentTreeVariants };\n","const featureProps = {\n animation: [\n \"animate\",\n \"variants\",\n \"whileHover\",\n \"whileTap\",\n \"exit\",\n \"whileInView\",\n \"whileFocus\",\n \"whileDrag\",\n ],\n exit: [\"exit\"],\n drag: [\"drag\", \"dragControls\"],\n focus: [\"whileFocus\"],\n hover: [\"whileHover\", \"onHoverStart\", \"onHoverEnd\"],\n tap: [\"whileTap\", \"onTap\", \"onTapStart\", \"onTapCancel\"],\n pan: [\"onPan\", \"onPanStart\", \"onPanSessionStart\", \"onPanEnd\"],\n inView: [\"whileInView\", \"onViewportEnter\", \"onViewportLeave\"],\n layout: [\"layout\", \"layoutId\"],\n};\nconst featureDefinitions = {};\nfor (const key in featureProps) {\n featureDefinitions[key] = {\n isEnabled: (props) => featureProps[key].some((name) => !!props[name]),\n };\n}\n\nexport { featureDefinitions };\n","import { createContext } from 'react';\n\nconst LayoutGroupContext = createContext({});\n\nexport { LayoutGroupContext };\n","import { createContext } from 'react';\n\n/**\n * Internal, exported only for usage in Framer\n */\nconst SwitchLayoutGroupContext = createContext({});\n\nexport { SwitchLayoutGroupContext };\n","const motionComponentSymbol = Symbol.for(\"motionComponentSymbol\");\n\nexport { motionComponentSymbol };\n","import * as React from 'react';\nimport { forwardRef, useContext } from 'react';\nimport { MotionConfigContext } from '../context/MotionConfigContext.mjs';\nimport { MotionContext } from '../context/MotionContext/index.mjs';\nimport { useVisualElement } from './utils/use-visual-element.mjs';\nimport { useMotionRef } from './utils/use-motion-ref.mjs';\nimport { useCreateMotionContext } from '../context/MotionContext/create.mjs';\nimport { loadFeatures } from './features/load-features.mjs';\nimport { isBrowser } from '../utils/is-browser.mjs';\nimport { LayoutGroupContext } from '../context/LayoutGroupContext.mjs';\nimport { LazyContext } from '../context/LazyContext.mjs';\nimport { SwitchLayoutGroupContext } from '../context/SwitchLayoutGroupContext.mjs';\nimport { motionComponentSymbol } from './utils/symbol.mjs';\n\n/**\n * Create a `motion` component.\n *\n * This function accepts a Component argument, which can be either a string (ie \"div\"\n * for `motion.div`), or an actual React component.\n *\n * Alongside this is a config option which provides a way of rendering the provided\n * component \"offline\", or outside the React render cycle.\n */\nfunction createMotionComponent({ preloadedFeatures, createVisualElement, useRender, useVisualState, Component, }) {\n preloadedFeatures && loadFeatures(preloadedFeatures);\n function MotionComponent(props, externalRef) {\n /**\n * If we need to measure the element we load this functionality in a\n * separate class component in order to gain access to getSnapshotBeforeUpdate.\n */\n let MeasureLayout;\n const configAndProps = {\n ...useContext(MotionConfigContext),\n ...props,\n layoutId: useLayoutId(props),\n };\n const { isStatic } = configAndProps;\n const context = useCreateMotionContext(props);\n const visualState = useVisualState(props, isStatic);\n if (!isStatic && isBrowser) {\n /**\n * Create a VisualElement for this component. A VisualElement provides a common\n * interface to renderer-specific APIs (ie DOM/Three.js etc) as well as\n * providing a way of rendering to these APIs outside of the React render loop\n * for more performant animations and interactions\n */\n context.visualElement = useVisualElement(Component, visualState, configAndProps, createVisualElement);\n /**\n * Load Motion gesture and animation features. These are rendered as renderless\n * components so each feature can optionally make use of React lifecycle methods.\n */\n const initialLayoutGroupConfig = useContext(SwitchLayoutGroupContext);\n const isStrict = useContext(LazyContext).strict;\n if (context.visualElement) {\n MeasureLayout = context.visualElement.loadFeatures(\n // Note: Pass the full new combined props to correctly re-render dynamic feature components.\n configAndProps, isStrict, preloadedFeatures, initialLayoutGroupConfig);\n }\n }\n /**\n * The mount order and hierarchy is specific to ensure our element ref\n * is hydrated by the time features fire their effects.\n */\n return (React.createElement(MotionContext.Provider, { value: context },\n MeasureLayout && context.visualElement ? (React.createElement(MeasureLayout, { visualElement: context.visualElement, ...configAndProps })) : null,\n useRender(Component, props, useMotionRef(visualState, context.visualElement, externalRef), visualState, isStatic, context.visualElement)));\n }\n const ForwardRefComponent = forwardRef(MotionComponent);\n ForwardRefComponent[motionComponentSymbol] = Component;\n return ForwardRefComponent;\n}\nfunction useLayoutId({ layoutId }) {\n const layoutGroupId = useContext(LayoutGroupContext).id;\n return layoutGroupId && layoutId !== undefined\n ? layoutGroupId + \"-\" + layoutId\n : layoutId;\n}\n\nexport { createMotionComponent };\n","import { featureDefinitions } from './definitions.mjs';\n\nfunction loadFeatures(features) {\n for (const key in features) {\n featureDefinitions[key] = {\n ...featureDefinitions[key],\n ...features[key],\n };\n }\n}\n\nexport { loadFeatures };\n","import { useContext, useRef, useInsertionEffect, useEffect } from 'react';\nimport { PresenceContext } from '../../context/PresenceContext.mjs';\nimport { MotionContext } from '../../context/MotionContext/index.mjs';\nimport { useIsomorphicLayoutEffect } from '../../utils/use-isomorphic-effect.mjs';\nimport { LazyContext } from '../../context/LazyContext.mjs';\nimport { MotionConfigContext } from '../../context/MotionConfigContext.mjs';\nimport { optimizedAppearDataAttribute } from '../../animation/optimized-appear/data-id.mjs';\nimport { microtask } from '../../frameloop/microtask.mjs';\n\nfunction useVisualElement(Component, visualState, props, createVisualElement) {\n const { visualElement: parent } = useContext(MotionContext);\n const lazyContext = useContext(LazyContext);\n const presenceContext = useContext(PresenceContext);\n const reducedMotionConfig = useContext(MotionConfigContext).reducedMotion;\n const visualElementRef = useRef();\n /**\n * If we haven't preloaded a renderer, check to see if we have one lazy-loaded\n */\n createVisualElement = createVisualElement || lazyContext.renderer;\n if (!visualElementRef.current && createVisualElement) {\n visualElementRef.current = createVisualElement(Component, {\n visualState,\n parent,\n props,\n presenceContext,\n blockInitialAnimation: presenceContext\n ? presenceContext.initial === false\n : false,\n reducedMotionConfig,\n });\n }\n const visualElement = visualElementRef.current;\n useInsertionEffect(() => {\n visualElement && visualElement.update(props, presenceContext);\n });\n /**\n * Cache this value as we want to know whether HandoffAppearAnimations\n * was present on initial render - it will be deleted after this.\n */\n const wantsHandoff = useRef(Boolean(props[optimizedAppearDataAttribute] && !window.HandoffComplete));\n useIsomorphicLayoutEffect(() => {\n if (!visualElement)\n return;\n microtask.postRender(visualElement.render);\n /**\n * Ideally this function would always run in a useEffect.\n *\n * However, if we have optimised appear animations to handoff from,\n * it needs to happen synchronously to ensure there's no flash of\n * incorrect styles in the event of a hydration error.\n *\n * So if we detect a situtation where optimised appear animations\n * are running, we use useLayoutEffect to trigger animations.\n */\n if (wantsHandoff.current && visualElement.animationState) {\n visualElement.animationState.animateChanges();\n }\n });\n useEffect(() => {\n if (!visualElement)\n return;\n visualElement.updateFeatures();\n if (!wantsHandoff.current && visualElement.animationState) {\n visualElement.animationState.animateChanges();\n }\n if (wantsHandoff.current) {\n wantsHandoff.current = false;\n // This ensures all future calls to animateChanges() will run in useEffect\n window.HandoffComplete = true;\n }\n });\n return visualElement;\n}\n\nexport { useVisualElement };\n","import { useCallback } from 'react';\nimport { isRefObject } from '../../utils/is-ref-object.mjs';\n\n/**\n * Creates a ref function that, when called, hydrates the provided\n * external ref and VisualElement.\n */\nfunction useMotionRef(visualState, visualElement, externalRef) {\n return useCallback((instance) => {\n instance && visualState.mount && visualState.mount(instance);\n if (visualElement) {\n instance\n ? visualElement.mount(instance)\n : visualElement.unmount();\n }\n if (externalRef) {\n if (typeof externalRef === \"function\") {\n externalRef(instance);\n }\n else if (isRefObject(externalRef)) {\n externalRef.current = instance;\n }\n }\n }, \n /**\n * Only pass a new ref callback to React if we've received a visual element\n * factory. Otherwise we'll be mounting/remounting every time externalRef\n * or other dependencies change.\n */\n [visualElement]);\n}\n\nexport { useMotionRef };\n","import { createMotionComponent } from '../../motion/index.mjs';\n\n/**\n * Convert any React component into a `motion` component. The provided component\n * **must** use `React.forwardRef` to the underlying DOM component you want to animate.\n *\n * ```jsx\n * const Component = React.forwardRef((props, ref) => {\n * return \n * })\n *\n * const MotionComponent = motion(Component)\n * ```\n *\n * @public\n */\nfunction createMotionProxy(createConfig) {\n function custom(Component, customMotionComponentConfig = {}) {\n return createMotionComponent(createConfig(Component, customMotionComponentConfig));\n }\n if (typeof Proxy === \"undefined\") {\n return custom;\n }\n /**\n * A cache of generated `motion` components, e.g `motion.div`, `motion.input` etc.\n * Rather than generating them anew every render.\n */\n const componentCache = new Map();\n return new Proxy(custom, {\n /**\n * Called when `motion` is referenced with a prop: `motion.div`, `motion.input` etc.\n * The prop name is passed through as `key` and we can use that to generate a `motion`\n * DOM component with that name.\n */\n get: (_target, key) => {\n /**\n * If this element doesn't exist in the component cache, create it and cache.\n */\n if (!componentCache.has(key)) {\n componentCache.set(key, custom(key));\n }\n return componentCache.get(key);\n },\n });\n}\n\nexport { createMotionProxy };\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]/u.test(Component)) {\n return true;\n }\n return false;\n}\n\nexport { isSVGComponent };\n","const scaleCorrectors = {};\nfunction addScaleCorrector(correctors) {\n Object.assign(scaleCorrectors, correctors);\n}\n\nexport { addScaleCorrector, scaleCorrectors };\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 { 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","const isMotionValue = (value) => Boolean(value && value.getVelocity);\n\nexport { isMotionValue };\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}(${transform[key]}) `;\n }\n }\n if (enableHardwareAcceleration && !transform.z) {\n transformString += \"translateZ(0)\";\n }\n transformString = transformString.trim();\n // If we have a custom `transform` template, pass our transform values and\n // generated transformString to that before returning\n if (transformTemplate) {\n transformString = transformTemplate(transform, transformIsDefault ? \"\" : transformString);\n }\n else if (allowTransformNone && transformIsDefault) {\n transformString = \"none\";\n }\n return transformString;\n}\n\nexport { buildTransform };\n","const checkStringStartsWith = (token) => (key) => typeof key === \"string\" && key.startsWith(token);\nconst isCSSVariableName = checkStringStartsWith(\"--\");\nconst startsAsVariableToken = checkStringStartsWith(\"var(--\");\nconst isCSSVariableToken = (value) => {\n const startsWithToken = startsAsVariableToken(value);\n if (!startsWithToken)\n return false;\n // Ensure any comments are stripped from the value as this can harm performance of the regex.\n return singleCssVariableRegex.test(value.split(\"/*\")[0].trim());\n};\nconst singleCssVariableRegex = /var\\(--(?:[\\w-]+\\s*|[\\w-]+\\s*,(?:\\s*[^)(\\s]|\\s*\\((?:[^)(]|\\([^)(]*\\))*\\))+\\s*)\\)$/iu;\n\nexport { isCSSVariableName, isCSSVariableToken };\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","const clamp = (min, max, v) => {\n if (v > max)\n return max;\n if (v < min)\n return min;\n return v;\n};\n\nexport { clamp };\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","/**\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+)?|\\.\\d+)/gu;\nconst colorRegex = /(?:#[\\da-f]{3,8}|(?:rgb|hsl)a?\\((?:-?[\\d.]+%?[,\\s]+){2}-?[\\d.]+%?\\s*(?:[,/]\\s*)?(?:\\b\\d+(?:\\.\\d+)?|\\.\\d+)?%?\\))/giu;\nconst singleColorRegex = /^(?:#[\\da-f]{3,8}|(?:rgb|hsl)a?\\((?:-?[\\d.]+%?[,\\s]+){2}-?[\\d.]+%?\\s*(?:[,/]\\s*)?(?:\\b\\d+(?:\\.\\d+)?|\\.\\d+)?%?\\))$/iu;\nfunction isString(v) {\n return typeof v === \"string\";\n}\n\nexport { colorRegex, floatRegex, isString, sanitize, singleColorRegex };\n","import { isString } from '../utils.mjs';\n\nconst createUnitType = (unit) => ({\n test: (v) => isString(v) && v.endsWith(unit) && v.split(\" \").length === 1,\n parse: parseFloat,\n transform: (v) => `${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","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 backgroundPositionX: px,\n backgroundPositionY: px,\n // SVG\n fillOpacity: alpha,\n strokeOpacity: alpha,\n numOctaves: int,\n};\n\nexport { numberValueTypes };\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} ${originZ}`;\n }\n}\n\nexport { buildHTMLStyles };\n","const createHtmlRenderState = () => ({\n style: {},\n transform: {},\n transformOrigin: {},\n vars: {},\n});\n\nexport { createHtmlRenderState };\n","import { useMemo } from 'react';\nimport { isForcedMotionValue } from '../../motion/utils/is-forced-motion-value.mjs';\nimport { isMotionValue } from '../../value/utils/is-motion-value.mjs';\nimport { buildHTMLStyles } from './utils/build-styles.mjs';\nimport { createHtmlRenderState } from './utils/create-render-state.mjs';\n\nfunction copyRawValuesOnly(target, source, props) {\n for (const key in source) {\n if (!isMotionValue(source[key]) && !isForcedMotionValue(key, props)) {\n target[key] = source[key];\n }\n }\n}\nfunction useInitialMotionValues({ transformTemplate }, visualState, isStatic) {\n return useMemo(() => {\n const state = createHtmlRenderState();\n buildHTMLStyles(state, visualState, { enableHardwareAcceleration: !isStatic }, transformTemplate);\n return Object.assign({}, state.vars, state.style);\n }, [visualState]);\n}\nfunction useStyle(props, visualState, isStatic) {\n const styleProp = props.style || {};\n const style = {};\n /**\n * Copy non-Motion Values straight into style\n */\n copyRawValuesOnly(style, styleProp, props);\n Object.assign(style, useInitialMotionValues(props, visualState, isStatic));\n return style;\n}\nfunction useHTMLProps(props, visualState, isStatic) {\n // The `any` isn't ideal but it is the type of createElement props argument\n const htmlProps = {};\n const style = useStyle(props, visualState, isStatic);\n if (props.drag && props.dragListener !== false) {\n // Disable the ghost element when a user drags\n htmlProps.draggable = false;\n // Disable text selection\n style.userSelect =\n style.WebkitUserSelect =\n style.WebkitTouchCallout =\n \"none\";\n // Disable scrolling on the draggable direction\n style.touchAction =\n props.drag === true\n ? \"none\"\n : `pan-${props.drag === \"x\" ? \"y\" : \"x\"}`;\n }\n if (props.tabIndex === undefined &&\n (props.onTap || props.onTapStart || props.whileTap)) {\n htmlProps.tabIndex = 0;\n }\n htmlProps.style = style;\n return htmlProps;\n}\n\nexport { copyRawValuesOnly, useHTMLProps };\n","/**\n * A list of all valid MotionProps.\n *\n * @privateRemarks\n * This doesn't throw if a `MotionProp` name is missing - it should.\n */\nconst validMotionProps = new Set([\n \"animate\",\n \"exit\",\n \"variants\",\n \"initial\",\n \"style\",\n \"values\",\n \"variants\",\n \"transition\",\n \"transformTemplate\",\n \"custom\",\n \"inherit\",\n \"onBeforeLayoutMeasure\",\n \"onAnimationStart\",\n \"onAnimationComplete\",\n \"onUpdate\",\n \"onDragStart\",\n \"onDrag\",\n \"onDragEnd\",\n \"onMeasureDragConstraints\",\n \"onDirectionLock\",\n \"onDragTransitionEnd\",\n \"_dragX\",\n \"_dragY\",\n \"onHoverStart\",\n \"onHoverEnd\",\n \"onViewportEnter\",\n \"onViewportLeave\",\n \"globalTapTarget\",\n \"ignoreStrict\",\n \"viewport\",\n]);\n/**\n * Check whether a prop name is a valid `MotionProp` key.\n *\n * @param key - Name of the property to check\n * @returns `true` is key is a valid `MotionProp`.\n *\n * @public\n */\nfunction isValidMotionProp(key) {\n return (key.startsWith(\"while\") ||\n (key.startsWith(\"drag\") && key !== \"draggable\") ||\n key.startsWith(\"layout\") ||\n key.startsWith(\"onTap\") ||\n key.startsWith(\"onPan\") ||\n key.startsWith(\"onLayout\") ||\n validMotionProps.has(key));\n}\n\nexport { isValidMotionProp };\n","import { isValidMotionProp } from '../../../motion/utils/valid-prop.mjs';\n\nlet shouldForward = (key) => !isValidMotionProp(key);\nfunction loadExternalIsValidProp(isValidProp) {\n if (!isValidProp)\n return;\n // Explicitly filter our events\n shouldForward = (key) => key.startsWith(\"on\") ? !isValidMotionProp(key) : isValidProp(key);\n}\n/**\n * Emotion and Styled Components both allow users to pass through arbitrary props to their components\n * to dynamically generate CSS. They both use the `@emotion/is-prop-valid` package to determine which\n * of these should be passed to the underlying DOM node.\n *\n * However, when styling a Motion component `styled(motion.div)`, both packages pass through *all* props\n * as it's seen as an arbitrary component rather than a DOM node. Motion only allows arbitrary props\n * passed through the `custom` prop so it doesn't *need* the payload or computational overhead of\n * `@emotion/is-prop-valid`, however to fix this problem we need to use it.\n *\n * By making it an optionalDependency we can offer this functionality only in the situations where it's\n * actually required.\n */\ntry {\n /**\n * We attempt to import this package but require won't be defined in esm environments, in that case\n * isPropValid will have to be provided via `MotionContext`. In a 6.0.0 this should probably be removed\n * in favour of explicit injection.\n */\n loadExternalIsValidProp(require(\"@emotion/is-prop-valid\").default);\n}\ncatch (_a) {\n // We don't need to actually do anything here - the fallback is the existing `isPropValid`.\n}\nfunction filterProps(props, isDom, forwardMotionProps) {\n const filteredProps = {};\n for (const key in props) {\n /**\n * values is considered a valid prop by Emotion, so if it's present\n * this will be rendered out to the DOM unless explicitly filtered.\n *\n * We check the type as it could be used with the `feColorMatrix`\n * element, which we support.\n */\n if (key === \"values\" && typeof props.values === \"object\")\n continue;\n if (shouldForward(key) ||\n (forwardMotionProps === true && isValidMotionProp(key)) ||\n (!isDom && !isValidMotionProp(key)) ||\n // If trying to use native HTML drag events, forward drag listeners\n (props[\"draggable\"] && key.startsWith(\"onDrag\"))) {\n filteredProps[key] = props[key];\n }\n }\n return filteredProps;\n}\n\nexport { filterProps, loadExternalIsValidProp };\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","import { createHtmlRenderState } from '../../html/utils/create-render-state.mjs';\n\nconst createSvgRenderState = () => ({\n ...createHtmlRenderState(),\n attrs: {},\n});\n\nexport { createSvgRenderState };\n","const isSVGTag = (tag) => typeof tag === \"string\" && tag.toLowerCase() === \"svg\";\n\nexport { isSVGTag };\n","import { useMemo } from 'react';\nimport { copyRawValuesOnly } from '../html/use-props.mjs';\nimport { buildSVGAttrs } from './utils/build-attrs.mjs';\nimport { createSvgRenderState } from './utils/create-render-state.mjs';\nimport { isSVGTag } from './utils/is-svg-tag.mjs';\n\nfunction useSVGProps(props, visualState, _isStatic, Component) {\n const visualProps = useMemo(() => {\n const state = createSvgRenderState();\n buildSVGAttrs(state, visualState, { enableHardwareAcceleration: false }, isSVGTag(Component), props.transformTemplate);\n return {\n ...state.attrs,\n style: { ...state.style },\n };\n }, [visualState]);\n if (props.style) {\n const rawStyles = {};\n copyRawValuesOnly(rawStyles, props.style, props);\n visualProps.style = { ...rawStyles, ...visualProps.style };\n }\n return visualProps;\n}\n\nexport { useSVGProps };\n","import { Fragment, useMemo, createElement } from 'react';\nimport { useHTMLProps } from '../html/use-props.mjs';\nimport { filterProps } from './utils/filter-props.mjs';\nimport { isSVGComponent } from './utils/is-svg-component.mjs';\nimport { useSVGProps } from '../svg/use-props.mjs';\nimport { isMotionValue } from '../../value/utils/is-motion-value.mjs';\n\nfunction createUseRender(forwardMotionProps = false) {\n const useRender = (Component, props, ref, { latestValues }, isStatic) => {\n const useVisualProps = isSVGComponent(Component)\n ? useSVGProps\n : useHTMLProps;\n const visualProps = useVisualProps(props, latestValues, isStatic, Component);\n const filteredProps = filterProps(props, typeof Component === \"string\", forwardMotionProps);\n const elementProps = Component !== Fragment\n ? { ...filteredProps, ...visualProps, ref }\n : {};\n /**\n * If component has been handed a motion value as its child,\n * memoise its initial value and render that. Subsequent updates\n * will be handled by the onChange handler\n */\n const { children } = props;\n const renderedChildren = useMemo(() => (isMotionValue(children) ? children.get() : children), [children]);\n return createElement(Component, {\n ...elementProps,\n children: renderedChildren,\n });\n };\n return useRender;\n}\n\nexport { createUseRender };\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","/**\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","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 { 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","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","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","const isKeyframesTarget = (v) => {\n return Array.isArray(v);\n};\n\nexport { isKeyframesTarget };\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 { 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 };\n","import { useContext } from 'react';\nimport { isAnimationControls } from '../../animation/utils/is-animation-controls.mjs';\nimport { PresenceContext } from '../../context/PresenceContext.mjs';\nimport { resolveVariantFromProps } from '../../render/utils/resolve-variants.mjs';\nimport { useConstant } from '../../utils/use-constant.mjs';\nimport { resolveMotionValue } from '../../value/utils/resolve-motion-value.mjs';\nimport { MotionContext } from '../../context/MotionContext/index.mjs';\nimport { isControllingVariants, isVariantNode } from '../../render/utils/is-controlling-variants.mjs';\n\nfunction makeState({ scrapeMotionValuesFromProps, createRenderState, onMount, }, props, context, presenceContext) {\n const state = {\n latestValues: makeLatestValues(props, context, presenceContext, scrapeMotionValuesFromProps),\n renderState: createRenderState(),\n };\n if (onMount) {\n state.mount = (instance) => onMount(props, instance, state);\n }\n return state;\n}\nconst makeUseVisualState = (config) => (props, isStatic) => {\n const context = useContext(MotionContext);\n const presenceContext = useContext(PresenceContext);\n const make = () => makeState(config, props, context, presenceContext);\n return isStatic ? make() : useConstant(make);\n};\nfunction makeLatestValues(props, context, presenceContext, scrapeMotionValues) {\n const values = {};\n const motionValues = scrapeMotionValues(props, {});\n for (const key in motionValues) {\n values[key] = resolveMotionValue(motionValues[key]);\n }\n let { initial, animate } = props;\n const isControllingVariants$1 = isControllingVariants(props);\n const isVariantNode$1 = isVariantNode(props);\n if (context &&\n isVariantNode$1 &&\n !isControllingVariants$1 &&\n props.inherit !== false) {\n if (initial === undefined)\n initial = context.initial;\n if (animate === undefined)\n animate = context.animate;\n }\n let isInitialAnimationBlocked = presenceContext\n ? presenceContext.initial === false\n : false;\n isInitialAnimationBlocked = isInitialAnimationBlocked || initial === false;\n const variantToSet = isInitialAnimationBlocked ? animate : initial;\n if (variantToSet &&\n typeof variantToSet !== \"boolean\" &&\n !isAnimationControls(variantToSet)) {\n const list = Array.isArray(variantToSet) ? variantToSet : [variantToSet];\n list.forEach((definition) => {\n const resolved = resolveVariantFromProps(props, definition);\n if (!resolved)\n return;\n const { transitionEnd, transition, ...target } = resolved;\n for (const key in target) {\n let valueTarget = target[key];\n if (Array.isArray(valueTarget)) {\n /**\n * Take final keyframe if the initial animation is blocked because\n * we want to initialise at the end of that blocked animation.\n */\n const index = isInitialAnimationBlocked\n ? valueTarget.length - 1\n : 0;\n valueTarget = valueTarget[index];\n }\n if (valueTarget !== null) {\n values[key] = valueTarget;\n }\n }\n for (const key in transitionEnd)\n values[key] = transitionEnd[key];\n });\n }\n return values;\n}\n\nexport { makeUseVisualState };\n","import { useRef } from 'react';\n\n/**\n * Creates a constant value over the lifecycle of a component.\n *\n * Even if `useMemo` is provided an empty array as its final argument, it doesn't offer\n * a guarantee that it won't re-run for performance reasons later on. By using `useConstant`\n * you can ensure that initialisers don't execute twice or more.\n */\nfunction useConstant(init) {\n const ref = useRef(null);\n if (ref.current === null) {\n ref.current = init();\n }\n return ref.current;\n}\n\nexport { useConstant };\n","const noop = (any) => any;\n\nexport { noop };\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","import { renderSVG } from './utils/render.mjs';\nimport { scrapeMotionValuesFromProps } from './utils/scrape-motion-values.mjs';\nimport { makeUseVisualState } from '../../motion/utils/use-visual-state.mjs';\nimport { createSvgRenderState } from './utils/create-render-state.mjs';\nimport { buildSVGAttrs } from './utils/build-attrs.mjs';\nimport { isSVGTag } from './utils/is-svg-tag.mjs';\nimport { frame } from '../../frameloop/frame.mjs';\n\nconst svgMotionConfig = {\n useVisualState: makeUseVisualState({\n scrapeMotionValuesFromProps: scrapeMotionValuesFromProps,\n createRenderState: createSvgRenderState,\n onMount: (props, instance, { renderState, latestValues }) => {\n frame.read(() => {\n try {\n renderState.dimensions =\n typeof instance.getBBox ===\n \"function\"\n ? instance.getBBox()\n : instance.getBoundingClientRect();\n }\n catch (e) {\n // Most likely trying to measure an unrendered element under Firefox\n renderState.dimensions = {\n x: 0,\n y: 0,\n width: 0,\n height: 0,\n };\n }\n });\n frame.render(() => {\n buildSVGAttrs(renderState, latestValues, { enableHardwareAcceleration: false }, isSVGTag(instance.tagName), props.transformTemplate);\n renderSVG(instance, renderState);\n });\n },\n }),\n};\n\nexport { svgMotionConfig };\n","import { makeUseVisualState } from '../../motion/utils/use-visual-state.mjs';\nimport { scrapeMotionValuesFromProps } from './utils/scrape-motion-values.mjs';\nimport { createHtmlRenderState } from './utils/create-render-state.mjs';\n\nconst htmlMotionConfig = {\n useVisualState: makeUseVisualState({\n scrapeMotionValuesFromProps,\n createRenderState: createHtmlRenderState,\n }),\n};\n\nexport { htmlMotionConfig };\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","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 { 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","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","/**\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","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","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';\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.pointerType === \"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 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","/**\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';\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 if (this.isPressing)\n return;\n this.removeEndListeners();\n const props = this.node.getProps();\n const endPointerPress = (endEvent, endInfo) => {\n if (!this.checkPressEnd())\n return;\n const { onTap, onTapCancel, globalTapTarget } = this.node.getProps();\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 !globalTapTarget &&\n !isNodeOrChild(this.node.current, endEvent.target)\n ? onTapCancel && onTapCancel(endEvent, endInfo)\n : onTap && onTap(endEvent, endInfo);\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 onTap(event, info);\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 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 onTapCancel(event, info);\n }\n mount() {\n const props = this.node.getProps();\n const removePointerListener = addPointerEvent(props.globalTapTarget ? window : 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 { 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","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 { 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","/**\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","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","/**\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","const instantAnimationState = {\n current: false,\n};\n\nexport { instantAnimationState };\n","const isNotNull = (value) => value !== null;\nfunction getFinalKeyframe(keyframes, { repeat, repeatType = \"loop\" }, finalKeyframe) {\n const resolvedKeyframes = keyframes.filter(isNotNull);\n const index = repeat && repeatType !== \"loop\" && repeat % 2 === 1\n ? 0\n : resolvedKeyframes.length - 1;\n return !index || finalKeyframe === undefined\n ? resolvedKeyframes[index]\n : finalKeyframe;\n}\n\nexport { getFinalKeyframe };\n","import { MotionGlobalConfig } from '../utils/GlobalConfig.mjs';\nimport { frameData } from './frame.mjs';\n\nlet now;\nfunction clearTime() {\n now = undefined;\n}\n/**\n * An eventloop-synchronous alternative to performance.now().\n *\n * Ensures that time measurements remain consistent within a synchronous context.\n * Usually calling performance.now() twice within the same synchronous context\n * will return different values which isn't useful for animations when we're usually\n * trying to sync animations to the same frame.\n */\nconst time = {\n now: () => {\n if (now === undefined) {\n time.set(frameData.isProcessing || MotionGlobalConfig.useManualTiming\n ? frameData.timestamp\n : performance.now());\n }\n return now;\n },\n set: (newTime) => {\n now = newTime;\n queueMicrotask(clearTime);\n },\n};\n\nexport { time };\n","/**\n * Check if the value is a zero value string like \"0px\" or \"0%\"\n */\nconst isZeroValueString = (v) => /^0[^.\\s]+$/u.test(v);\n\nexport { isZeroValueString };\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","/**\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+)?|\\.\\d+)$/u.test(v);\n\nexport { isNumericalString };\n","import { invariant } from '../../../utils/errors.mjs';\nimport { isNumericalString } from '../../../utils/is-numerical-string.mjs';\nimport { isCSSVariableToken } from './is-css-variable.mjs';\n\n/**\n * Parse Framer's special CSS variable format into a CSS token and a fallback.\n *\n * ```\n * `var(--foo, #fff)` => [`--foo`, '#fff']\n * ```\n *\n * @param current\n */\nconst splitCSSVariableRegex = \n// eslint-disable-next-line redos-detector/no-unsafe-regex -- false positive, as it can match a lot of words\n/^var\\(--(?:([\\w-]+)|([\\w-]+), ?([a-zA-Z\\d ()%#.,-]+))\\)/u;\nfunction parseCSSVariable(current) {\n const match = splitCSSVariableRegex.exec(current);\n if (!match)\n return [,];\n const [, token1, token2, fallback] = match;\n return [`--${token1 !== null && token1 !== void 0 ? token1 : token2}`, fallback];\n}\nconst maxDepth = 4;\nfunction getVariableValue(current, element, depth = 1) {\n invariant(depth <= maxDepth, `Max CSS variable fallback depth detected in property \"${current}\". This may indicate a circular fallback dependency.`);\n const [token, fallback] = parseCSSVariable(current);\n // No CSS variable detected\n if (!token)\n return;\n // Attempt to read this CSS variable off the element\n const resolved = window.getComputedStyle(element).getPropertyValue(token);\n if (resolved) {\n const trimmed = resolved.trim();\n return isNumericalString(trimmed) ? parseFloat(trimmed) : trimmed;\n }\n return isCSSVariableToken(fallback)\n ? getVariableValue(fallback, element, depth + 1)\n : fallback;\n}\n\nexport { getVariableValue, parseCSSVariable };\n","import { transformPropOrder } from '../../html/utils/transform.mjs';\nimport { number } from '../../../value/types/numbers/index.mjs';\nimport { px } from '../../../value/types/numbers/units.mjs';\n\nconst positionalKeys = new Set([\n \"width\",\n \"height\",\n \"top\",\n \"left\",\n \"right\",\n \"bottom\",\n \"x\",\n \"y\",\n \"translateX\",\n \"translateY\",\n]);\nconst isNumOrPxType = (v) => v === number || v === px;\nconst getPosFromMatrix = (matrix, pos) => parseFloat(matrix.split(\", \")[pos]);\nconst getTranslateFromMatrix = (pos2, pos3) => (_bbox, { transform }) => {\n if (transform === \"none\" || !transform)\n return 0;\n const matrix3d = transform.match(/^matrix3d\\((.+)\\)$/u);\n if (matrix3d) {\n return getPosFromMatrix(matrix3d[1], pos3);\n }\n else {\n const matrix = transform.match(/^matrix\\((.+)\\)$/u);\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 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;\n\nexport { isNumOrPxType, positionalKeys, positionalValues, removeNonTranslationalTransform };\n","/**\n * Tests a provided value against a ValueType\n */\nconst testValueType = (v) => (type) => type.test(v);\n\nexport { testValueType };\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","/**\n * ValueType for \"auto\"\n */\nconst auto = {\n test: (v) => v === \"auto\",\n parse: (v) => v,\n};\n\nexport { auto };\n","import { removeNonTranslationalTransform } from '../dom/utils/unit-conversion.mjs';\nimport { frame } from '../../frameloop/frame.mjs';\n\nconst toResolve = new Set();\nlet isScheduled = false;\nlet anyNeedsMeasurement = false;\nfunction measureAllKeyframes() {\n if (anyNeedsMeasurement) {\n const resolversToMeasure = Array.from(toResolve).filter((resolver) => resolver.needsMeasurement);\n const elementsToMeasure = new Set(resolversToMeasure.map((resolver) => resolver.element));\n const transformsToRestore = new Map();\n /**\n * Write pass\n * If we're measuring elements we want to remove bounding box-changing transforms.\n */\n elementsToMeasure.forEach((element) => {\n const removedTransforms = removeNonTranslationalTransform(element);\n if (!removedTransforms.length)\n return;\n transformsToRestore.set(element, removeNonTranslationalTransform(element));\n element.render();\n });\n // Read\n resolversToMeasure.forEach((resolver) => resolver.measureInitialState());\n // Write\n elementsToMeasure.forEach((element) => {\n element.render();\n });\n // Read\n resolversToMeasure.forEach((resolver) => resolver.measureEndState());\n // Write\n resolversToMeasure.forEach((resolver) => {\n if (resolver.suspendedScrollY !== undefined) {\n window.scrollTo(0, resolver.suspendedScrollY);\n }\n });\n }\n anyNeedsMeasurement = false;\n isScheduled = false;\n toResolve.forEach((resolver) => resolver.complete());\n toResolve.clear();\n}\nfunction readAllKeyframes() {\n toResolve.forEach((resolver) => {\n resolver.readKeyframes();\n if (resolver.needsMeasurement) {\n anyNeedsMeasurement = true;\n }\n });\n}\nfunction flushKeyframeResolvers() {\n readAllKeyframes();\n measureAllKeyframes();\n}\nclass KeyframeResolver {\n constructor(unresolvedKeyframes, onComplete, name, motionValue, element, isAsync = false) {\n /**\n * Track whether this resolver has completed. Once complete, it never\n * needs to attempt keyframe resolution again.\n */\n this.isComplete = false;\n /**\n * Track whether this resolver is async. If it is, it'll be added to the\n * resolver queue and flushed in the next frame. Resolvers that aren't going\n * to trigger read/write thrashing don't need to be async.\n */\n this.isAsync = false;\n /**\n * Track whether this resolver needs to perform a measurement\n * to resolve its keyframes.\n */\n this.needsMeasurement = false;\n /**\n * Track whether this resolver is currently scheduled to resolve\n * to allow it to be cancelled and resumed externally.\n */\n this.isScheduled = false;\n this.unresolvedKeyframes = [...unresolvedKeyframes];\n this.onComplete = onComplete;\n this.name = name;\n this.motionValue = motionValue;\n this.element = element;\n this.isAsync = isAsync;\n }\n scheduleResolve() {\n this.isScheduled = true;\n if (this.isAsync) {\n toResolve.add(this);\n if (!isScheduled) {\n isScheduled = true;\n frame.read(readAllKeyframes);\n frame.resolveKeyframes(measureAllKeyframes);\n }\n }\n else {\n this.readKeyframes();\n this.complete();\n }\n }\n readKeyframes() {\n const { unresolvedKeyframes, name, element, motionValue } = this;\n /**\n * If a keyframe is null, we hydrate it either by reading it from\n * the instance, or propagating from previous keyframes.\n */\n for (let i = 0; i < unresolvedKeyframes.length; i++) {\n if (unresolvedKeyframes[i] === null) {\n /**\n * If the first keyframe is null, we need to find its value by sampling the element\n */\n if (i === 0) {\n const currentValue = motionValue === null || motionValue === void 0 ? void 0 : motionValue.get();\n const finalKeyframe = unresolvedKeyframes[unresolvedKeyframes.length - 1];\n if (currentValue !== undefined) {\n unresolvedKeyframes[0] = currentValue;\n }\n else if (element && name) {\n const valueAsRead = element.readValue(name, finalKeyframe);\n if (valueAsRead !== undefined && valueAsRead !== null) {\n unresolvedKeyframes[0] = valueAsRead;\n }\n }\n if (unresolvedKeyframes[0] === undefined) {\n unresolvedKeyframes[0] = finalKeyframe;\n }\n if (motionValue && currentValue === undefined) {\n motionValue.set(unresolvedKeyframes[0]);\n }\n }\n else {\n unresolvedKeyframes[i] = unresolvedKeyframes[i - 1];\n }\n }\n }\n }\n setFinalKeyframe() { }\n measureInitialState() { }\n renderEndStyles() { }\n measureEndState() { }\n complete() {\n this.isComplete = true;\n this.onComplete(this.unresolvedKeyframes, this.finalKeyframe);\n toResolve.delete(this);\n }\n cancel() {\n if (!this.isComplete) {\n this.isScheduled = false;\n toResolve.delete(this);\n }\n }\n resume() {\n if (!this.isComplete)\n this.scheduleResolve();\n }\n}\n\nexport { KeyframeResolver, flushKeyframeResolvers };\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 { 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 { 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$1)) +\n \")\");\n },\n};\n\nexport { hsla };\n","import { isString } from '../utils.mjs';\nimport { hex } from './hex.mjs';\nimport { hsla } from './hsla.mjs';\nimport { rgba } from './rgba.mjs';\n\nconst color = {\n test: (v) => rgba.test(v) || hex.test(v) || hsla.test(v),\n parse: (v) => {\n if (rgba.test(v)) {\n return rgba.parse(v);\n }\n else if (hsla.test(v)) {\n return hsla.parse(v);\n }\n else {\n return hex.parse(v);\n }\n },\n transform: (v) => {\n return isString(v)\n ? v\n : v.hasOwnProperty(\"red\")\n ? rgba.transform(v)\n : hsla.transform(v);\n },\n};\n\nexport { color };\n","import { color } from '../color/index.mjs';\nimport { isString, floatRegex, colorRegex, sanitize } from '../utils.mjs';\n\nfunction test(v) {\n var _a, _b;\n return (isNaN(v) &&\n isString(v) &&\n (((_a = v.match(floatRegex)) === null || _a === void 0 ? void 0 : _a.length) || 0) +\n (((_b = v.match(colorRegex)) === null || _b === void 0 ? void 0 : _b.length) || 0) >\n 0);\n}\nconst NUMBER_TOKEN = \"number\";\nconst COLOR_TOKEN = \"color\";\nconst VAR_TOKEN = \"var\";\nconst VAR_FUNCTION_TOKEN = \"var(\";\nconst SPLIT_TOKEN = \"${}\";\n// this regex consists of the `singleCssVariableRegex|rgbHSLValueRegex|digitRegex`\nconst complexRegex = /var\\s*\\(\\s*--(?:[\\w-]+\\s*|[\\w-]+\\s*,(?:\\s*[^)(\\s]|\\s*\\((?:[^)(]|\\([^)(]*\\))*\\))+\\s*)\\)|#[\\da-f]{3,8}|(?:rgb|hsl)a?\\((?:-?[\\d.]+%?[,\\s]+){2}-?[\\d.]+%?\\s*(?:[,/]\\s*)?(?:\\b\\d+(?:\\.\\d+)?|\\.\\d+)?%?\\)|-?(?:\\d+(?:\\.\\d+)?|\\.\\d+)/giu;\nfunction analyseComplexValue(value) {\n const originalValue = value.toString();\n const values = [];\n const indexes = {\n color: [],\n number: [],\n var: [],\n };\n const types = [];\n let i = 0;\n const tokenised = originalValue.replace(complexRegex, (parsedValue) => {\n if (color.test(parsedValue)) {\n indexes.color.push(i);\n types.push(COLOR_TOKEN);\n values.push(color.parse(parsedValue));\n }\n else if (parsedValue.startsWith(VAR_FUNCTION_TOKEN)) {\n indexes.var.push(i);\n types.push(VAR_TOKEN);\n values.push(parsedValue);\n }\n else {\n indexes.number.push(i);\n types.push(NUMBER_TOKEN);\n values.push(parseFloat(parsedValue));\n }\n ++i;\n return SPLIT_TOKEN;\n });\n const split = tokenised.split(SPLIT_TOKEN);\n return { values, split, indexes, types };\n}\nfunction parseComplexValue(v) {\n return analyseComplexValue(v).values;\n}\nfunction createTransformer(source) {\n const { split, types } = analyseComplexValue(source);\n const numSections = split.length;\n return (v) => {\n let output = \"\";\n for (let i = 0; i < numSections; i++) {\n output += split[i];\n if (v[i] !== undefined) {\n const type = types[i];\n if (type === NUMBER_TOKEN) {\n output += sanitize(v[i]);\n }\n else if (type === COLOR_TOKEN) {\n output += color.transform(v[i]);\n }\n else {\n output += v[i];\n }\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 { 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 = /\\b([a-z-]*)\\(.*?\\)/gu;\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 { 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","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 { isNone } from '../../animation/utils/is-none.mjs';\nimport { getVariableValue } from './utils/css-variables-conversion.mjs';\nimport { isCSSVariableToken } from './utils/is-css-variable.mjs';\nimport { positionalKeys, isNumOrPxType, positionalValues } from './utils/unit-conversion.mjs';\nimport { findDimensionValueType } from './value-types/dimensions.mjs';\nimport { KeyframeResolver } from '../utils/KeyframesResolver.mjs';\nimport { makeNoneKeyframesAnimatable } from '../html/utils/make-none-animatable.mjs';\n\nclass DOMKeyframesResolver extends KeyframeResolver {\n constructor(unresolvedKeyframes, onComplete, name, motionValue) {\n super(unresolvedKeyframes, onComplete, name, motionValue, motionValue === null || motionValue === void 0 ? void 0 : motionValue.owner, true);\n }\n readKeyframes() {\n const { unresolvedKeyframes, element, name } = this;\n if (!element.current)\n return;\n super.readKeyframes();\n /**\n * If any keyframe is a CSS variable, we need to find its value by sampling the element\n */\n for (let i = 0; i < unresolvedKeyframes.length; i++) {\n const keyframe = unresolvedKeyframes[i];\n if (typeof keyframe === \"string\" && isCSSVariableToken(keyframe)) {\n const resolved = getVariableValue(keyframe, element.current);\n if (resolved !== undefined) {\n unresolvedKeyframes[i] = resolved;\n }\n }\n }\n /**\n * Check to see if unit type has changed. If so schedule jobs that will\n * temporarily set styles to the destination keyframes.\n * Skip if we have more than two keyframes or this isn't a positional value.\n * TODO: We can throw if there are multiple keyframes and the value type changes.\n */\n if (!positionalKeys.has(name) || unresolvedKeyframes.length !== 2) {\n return this.resolveNoneKeyframes();\n }\n const [origin, target] = unresolvedKeyframes;\n const originType = findDimensionValueType(origin);\n const targetType = findDimensionValueType(target);\n /**\n * Either we don't recognise these value types or we can animate between them.\n */\n if (originType === targetType)\n return;\n /**\n * If both values are numbers or pixels, we can animate between them by\n * converting them to numbers.\n */\n if (isNumOrPxType(originType) && isNumOrPxType(targetType)) {\n for (let i = 0; i < unresolvedKeyframes.length; i++) {\n const value = unresolvedKeyframes[i];\n if (typeof value === \"string\") {\n unresolvedKeyframes[i] = parseFloat(value);\n }\n }\n }\n else {\n /**\n * Else, the only way to resolve this is by measuring the element.\n */\n this.needsMeasurement = true;\n }\n }\n resolveNoneKeyframes() {\n const { unresolvedKeyframes, name } = this;\n const noneKeyframeIndexes = [];\n for (let i = 0; i < unresolvedKeyframes.length; i++) {\n if (isNone(unresolvedKeyframes[i])) {\n noneKeyframeIndexes.push(i);\n }\n }\n if (noneKeyframeIndexes.length) {\n makeNoneKeyframesAnimatable(unresolvedKeyframes, noneKeyframeIndexes, name);\n }\n }\n measureInitialState() {\n const { element, unresolvedKeyframes, name } = this;\n if (!element.current)\n return;\n if (name === \"height\") {\n this.suspendedScrollY = window.pageYOffset;\n }\n this.measuredOrigin = positionalValues[name](element.measureViewportBox(), window.getComputedStyle(element.current));\n unresolvedKeyframes[0] = this.measuredOrigin;\n // Set final key frame to measure after next render\n const measureKeyframe = unresolvedKeyframes[unresolvedKeyframes.length - 1];\n if (measureKeyframe !== undefined) {\n element.getValue(name, measureKeyframe).jump(measureKeyframe, false);\n }\n }\n measureEndState() {\n var _a;\n const { element, name, unresolvedKeyframes } = this;\n if (!element.current)\n return;\n const value = element.getValue(name);\n value && value.jump(this.measuredOrigin, false);\n const finalKeyframeIndex = unresolvedKeyframes.length - 1;\n const finalKeyframe = unresolvedKeyframes[finalKeyframeIndex];\n unresolvedKeyframes[finalKeyframeIndex] = positionalValues[name](element.measureViewportBox(), window.getComputedStyle(element.current));\n if (finalKeyframe !== null) {\n this.finalKeyframe = finalKeyframe;\n }\n // If we removed transform values, reapply them before the next render\n if ((_a = this.removedTransforms) === null || _a === void 0 ? void 0 : _a.length) {\n this.removedTransforms.forEach(([unsetTransformName, unsetTransformValue]) => {\n element\n .getValue(unsetTransformName)\n .set(unsetTransformValue);\n });\n }\n this.resolveNoneKeyframes();\n }\n}\n\nexport { DOMKeyframesResolver };\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 else {\n return true;\n }\n}\n\nexport { isNone };\n","import { getAnimatableNone } from '../../dom/value-types/animatable-none.mjs';\n\n/**\n * If we encounter keyframes like \"none\" or \"0\" and we also have keyframes like\n * \"#fff\" or \"200px 200px\" we want to find a keyframe to serve as a template for\n * the \"none\" keyframes. In this case \"#fff\" or \"200px 200px\" - then these get turned into\n * zero equivalents, i.e. \"#fff0\" or \"0px 0px\".\n */\nfunction makeNoneKeyframesAnimatable(unresolvedKeyframes, noneKeyframeIndexes, name) {\n let i = 0;\n let animatableTemplate = undefined;\n while (i < unresolvedKeyframes.length && !animatableTemplate) {\n if (typeof unresolvedKeyframes[i] === \"string\" &&\n unresolvedKeyframes[i] !== \"none\" &&\n unresolvedKeyframes[i] !== \"0\") {\n animatableTemplate = unresolvedKeyframes[i];\n }\n i++;\n }\n if (animatableTemplate && name) {\n for (const noneIndex of noneKeyframeIndexes) {\n unresolvedKeyframes[noneIndex] = getAnimatableNone(name, animatableTemplate);\n }\n }\n}\n\nexport { makeNoneKeyframesAnimatable };\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 = (value, name) => {\n // If the list of keys tat might be non-animatable grows, replace with Set\n if (name === \"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 { flushKeyframeResolvers } from '../../render/utils/KeyframesResolver.mjs';\nimport { instantAnimationState } from '../../utils/use-instant-transition-state.mjs';\nimport { canAnimate } from './utils/can-animate.mjs';\nimport { getFinalKeyframe } from './waapi/utils/get-final-keyframe.mjs';\n\nclass BaseAnimation {\n constructor({ autoplay = true, delay = 0, type = \"keyframes\", repeat = 0, repeatDelay = 0, repeatType = \"loop\", ...options }) {\n // Track whether the animation has been stopped. Stopped animations won't restart.\n this.isStopped = false;\n this.options = {\n autoplay,\n delay,\n type,\n repeat,\n repeatDelay,\n repeatType,\n ...options,\n };\n this.updateFinishedPromise();\n }\n /**\n * A getter for resolved data. If keyframes are not yet resolved, accessing\n * this.resolved will synchronously flush all pending keyframe resolvers.\n * This is a deoptimisation, but at its worst still batches read/writes.\n */\n get resolved() {\n if (!this._resolved)\n flushKeyframeResolvers();\n return this._resolved;\n }\n /**\n * A method to be called when the keyframes resolver completes. This method\n * will check if its possible to run the animation and, if not, skip it.\n * Otherwise, it will call initPlayback on the implementing class.\n */\n onKeyframesResolved(keyframes, finalKeyframe) {\n const { name, type, velocity, delay, onComplete, onUpdate } = this.options;\n /**\n * If we can't animate this value with the resolved keyframes\n * then we should complete it immediately.\n */\n if (!canAnimate(keyframes, name, type, velocity)) {\n // Finish immediately\n if (instantAnimationState.current || !delay) {\n onUpdate === null || onUpdate === void 0 ? void 0 : onUpdate(getFinalKeyframe(keyframes, this.options, finalKeyframe));\n onComplete === null || onComplete === void 0 ? void 0 : onComplete();\n this.resolveFinishedPromise();\n return;\n }\n // Finish after a delay\n else {\n this.options.duration = 0;\n }\n }\n const resolvedAnimation = this.initPlayback(keyframes, finalKeyframe);\n if (resolvedAnimation === false)\n return;\n this._resolved = {\n keyframes,\n finalKeyframe,\n ...resolvedAnimation,\n };\n this.onPostResolved();\n }\n onPostResolved() { }\n /**\n * Allows the returned animation to be awaited or promise-chained. Currently\n * resolves when the animation finishes at all but in a future update could/should\n * reject if its cancels.\n */\n then(resolve, reject) {\n return this.currentFinishedPromise.then(resolve, reject);\n }\n updateFinishedPromise() {\n this.currentFinishedPromise = new Promise((resolve) => {\n this.resolveFinishedPromise = resolve;\n });\n }\n}\n\nexport { BaseAnimation };\n","import { warning } from '../../../utils/errors.mjs';\nimport { isAnimatable } from '../../utils/is-animatable.mjs';\n\nfunction hasKeyframesChanged(keyframes) {\n const current = keyframes[0];\n if (keyframes.length === 1)\n return true;\n for (let i = 0; i < keyframes.length; i++) {\n if (keyframes[i] !== current)\n return true;\n }\n}\nfunction canAnimate(keyframes, name, type, velocity) {\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 if (originKeyframe === null)\n return false;\n const targetKeyframe = keyframes[keyframes.length - 1];\n const isOriginAnimatable = isAnimatable(originKeyframe, name);\n const isTargetAnimatable = isAnimatable(targetKeyframe, name);\n warning(isOriginAnimatable === isTargetAnimatable, `You are trying to animate ${name} from \"${originKeyframe}\" to \"${targetKeyframe}\". ${originKeyframe} is not an animatable value - to enable this animation set ${originKeyframe} to a value animatable to ${targetKeyframe} via the \\`style\\` property.`);\n // Always skip if any of these are true\n if (!isOriginAnimatable || !isTargetAnimatable) {\n return false;\n }\n return hasKeyframesChanged(keyframes) || (type === \"spring\" && velocity);\n}\n\nexport { canAnimate };\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 { 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 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, duration, velocity, isResolvedFromDuration, } = getSpringOptions({\n ...options,\n velocity: -millisecondsToSeconds(options.velocity || 0),\n });\n const initialVelocity = 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 { noop } from '../utils/noop.mjs';\n\n/*\n Bezier function generator\n This has been modified from Gaëtan Renaudeau's BezierEasing\n https://github.com/gre/bezier-easing/blob/master/src/index.js\n https://github.com/gre/bezier-easing/blob/master/LICENSE\n \n I've removed the newtonRaphsonIterate algo because in benchmarking it\n wasn't noticiably faster than binarySubdivision, indeed removing it\n usually improved times, depending on the curve.\n I also removed the lookup table, as for the added 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","// 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","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(circIn);\n\nexport { circIn, circInOut, circOut };\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","/*\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","/*\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 mixNumber = (from, to, progress) => {\n return from + (to - from) * progress;\n};\n\nexport { mixNumber };\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 { mixNumber } from './number.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 const expo = v * (to * to - fromExpo) + fromExpo;\n return expo < 0 ? 0 : Math.sqrt(expo);\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 = mixNumber(fromRGBA.alpha, toRGBA.alpha, v);\n return rgba.transform(blended);\n };\n};\n\nexport { mixColor, mixLinearColor };\n","import { mixNumber as mixNumber$1 } from './number.mjs';\nimport { mixColor } from './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';\nimport { isCSSVariableToken } from '../../render/dom/utils/is-css-variable.mjs';\n\nfunction mixImmediate(a, b) {\n return (p) => (p > 0 ? b : a);\n}\nfunction mixNumber(a, b) {\n return (p) => mixNumber$1(a, b, p);\n}\nfunction getMixer(a) {\n if (typeof a === \"number\") {\n return mixNumber;\n }\n else if (typeof a === \"string\") {\n return isCSSVariableToken(a)\n ? mixImmediate\n : color.test(a)\n ? mixColor\n : mixComplex;\n }\n else if (Array.isArray(a)) {\n return mixArray;\n }\n else if (typeof a === \"object\") {\n return color.test(a) ? mixColor : mixObject;\n }\n return mixImmediate;\n}\nfunction mixArray(a, b) {\n const output = [...a];\n const numValues = output.length;\n const blendValue = a.map((v, i) => getMixer(v)(v, b[i]));\n return (p) => {\n for (let i = 0; i < numValues; i++) {\n output[i] = blendValue[i](p);\n }\n return output;\n };\n}\nfunction mixObject(a, b) {\n const output = { ...a, ...b };\n const blendValue = {};\n for (const key in output) {\n if (a[key] !== undefined && b[key] !== undefined) {\n blendValue[key] = getMixer(a[key])(a[key], b[key]);\n }\n }\n return (v) => {\n for (const key in blendValue) {\n output[key] = blendValue[key](v);\n }\n return output;\n };\n}\nfunction matchOrder(origin, target) {\n var _a;\n const orderedOrigin = [];\n const pointers = { color: 0, var: 0, number: 0 };\n for (let i = 0; i < target.values.length; i++) {\n const type = target.types[i];\n const originIndex = origin.indexes[type][pointers[type]];\n const originValue = (_a = origin.values[originIndex]) !== null && _a !== void 0 ? _a : 0;\n orderedOrigin[i] = originValue;\n pointers[type]++;\n }\n return orderedOrigin;\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.indexes.var.length === targetStats.indexes.var.length &&\n originStats.indexes.color.length === targetStats.indexes.color.length &&\n originStats.indexes.number.length >= targetStats.indexes.number.length;\n if (canInterpolate) {\n return pipe(mixArray(matchOrder(originStats, targetStats), 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 { getMixer, mixArray, mixComplex, mixObject };\n","import { getMixer } from './complex.mjs';\nimport { mixNumber } from './number.mjs';\n\nfunction mix(from, to, p) {\n if (typeof from === \"number\" &&\n typeof to === \"number\" &&\n typeof p === \"number\") {\n return mixNumber(from, to, p);\n }\n const mixer = getMixer(from);\n return mixer(from, to);\n}\n\nexport { mix };\n","import { invariant } from './errors.mjs';\nimport { clamp } from './clamp.mjs';\nimport { pipe } from './pipe.mjs';\nimport { progress } from './progress.mjs';\nimport { noop } from './noop.mjs';\nimport { mix } from './mix/index.mjs';\n\nfunction createMixers(output, ease, customMixer) {\n const mixers = [];\n const mixerFactory = customMixer || mix;\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 (inputLength === 2 && input[0] === input[1])\n return () => output[1];\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 { mixNumber } from '../mix/number.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(mixNumber(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","const isEasingArray = (ease) => {\n return Array.isArray(ease) && typeof ease[0] !== \"number\";\n};\n\nexport { isEasingArray };\n","function convertOffsetToTimes(offset, duration) {\n return offset.map((o) => o * duration);\n}\n\nexport { convertOffsetToTimes };\n","import { time } from '../../../frameloop/sync-time.mjs';\nimport { 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 : time.now()),\n };\n};\n\nexport { frameloopDriver };\n","import { KeyframeResolver } from '../../render/utils/KeyframesResolver.mjs';\nimport { spring } from '../generators/spring/index.mjs';\nimport { inertia } from '../generators/inertia.mjs';\nimport { keyframes } from '../generators/keyframes.mjs';\nimport { BaseAnimation } from './BaseAnimation.mjs';\nimport { pipe } from '../../utils/pipe.mjs';\nimport { mix } from '../../utils/mix/index.mjs';\nimport { calcGeneratorDuration } from '../generators/utils/calc-duration.mjs';\nimport { millisecondsToSeconds, secondsToMilliseconds } from '../../utils/time-conversion.mjs';\nimport { clamp } from '../../utils/clamp.mjs';\nimport { invariant } from '../../utils/errors.mjs';\nimport { frameloopDriver } from './drivers/driver-frameloop.mjs';\nimport { getFinalKeyframe } from './waapi/utils/get-final-keyframe.mjs';\n\nconst generators = {\n decay: inertia,\n inertia,\n tween: keyframes,\n keyframes: keyframes,\n spring,\n};\nconst percentToProgress = (percent) => percent / 100;\n/**\n * Animation that runs on the main thread. Designed to be WAAPI-spec in the subset of\n * features we expose publically. Mostly the compatibility is to ensure visual identity\n * between both WAAPI and main thread animations.\n */\nclass MainThreadAnimation extends BaseAnimation {\n constructor({ KeyframeResolver: KeyframeResolver$1 = KeyframeResolver, ...options }) {\n super(options);\n /**\n * The time at which the animation was paused.\n */\n this.holdTime = null;\n /**\n * The time at which the animation was started.\n */\n this.startTime = null;\n /**\n * The time at which the animation was cancelled.\n */\n this.cancelTime = null;\n /**\n * The current time of the animation.\n */\n this.currentTime = 0;\n /**\n * Playback speed as a factor. 0 would be stopped, -1 reverse and 2 double speed.\n */\n this.playbackSpeed = 1;\n /**\n * The state of the animation to apply when the animation is resolved. This\n * allows calls to the public API to control the animation before it is resolved,\n * without us having to resolve it first.\n */\n this.pendingPlayState = \"running\";\n this.state = \"idle\";\n const { name, motionValue, keyframes } = this.options;\n const onResolved = (resolvedKeyframes, finalKeyframe) => this.onKeyframesResolved(resolvedKeyframes, finalKeyframe);\n if (name && motionValue && motionValue.owner) {\n this.resolver = motionValue.owner.resolveKeyframes(keyframes, onResolved, name, motionValue);\n }\n else {\n this.resolver = new KeyframeResolver$1(keyframes, onResolved, name, motionValue);\n }\n this.resolver.scheduleResolve();\n }\n initPlayback(keyframes$1) {\n const { type = \"keyframes\", repeat = 0, repeatDelay = 0, repeatType, velocity = 0, } = this.options;\n const generatorFactory = generators[type] || keyframes;\n /**\n * If our generator doesn't support mixing numbers, we need to replace keyframes with\n * [0, 100] and then make a function that maps that to the actual keyframes.\n *\n * 100 is chosen instead of 1 as it works nicer with spring animations.\n */\n let mapPercentToKeyframes;\n let mirroredGenerator;\n if (generatorFactory !== keyframes &&\n typeof keyframes$1[0] !== \"number\") {\n if (process.env.NODE_ENV !== \"production\") {\n invariant(keyframes$1.length === 2, `Only two keyframes currently supported with spring and inertia animations. Trying to animate ${keyframes$1}`);\n }\n mapPercentToKeyframes = pipe(percentToProgress, mix(keyframes$1[0], keyframes$1[1]));\n keyframes$1 = [0, 100];\n }\n const generator = generatorFactory({ ...this.options, keyframes: keyframes$1 });\n /**\n * If we have a mirror repeat type we need to create a second generator that outputs the\n * mirrored (not reversed) animation and later ping pong between the two generators.\n */\n if (repeatType === \"mirror\") {\n mirroredGenerator = generatorFactory({\n ...this.options,\n keyframes: [...keyframes$1].reverse(),\n velocity: -velocity,\n });\n }\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) {\n generator.calculatedDuration = calcGeneratorDuration(generator);\n }\n const { calculatedDuration } = generator;\n const resolvedDuration = calculatedDuration + repeatDelay;\n const totalDuration = resolvedDuration * (repeat + 1) - repeatDelay;\n return {\n generator,\n mirroredGenerator,\n mapPercentToKeyframes,\n calculatedDuration,\n resolvedDuration,\n totalDuration,\n };\n }\n onPostResolved() {\n const { autoplay = true } = this.options;\n this.play();\n if (this.pendingPlayState === \"paused\" || !autoplay) {\n this.pause();\n }\n else {\n this.state = this.pendingPlayState;\n }\n }\n tick(timestamp, sample = false) {\n const { resolved } = this;\n // If the animations has failed to resolve, return the final keyframe.\n if (!resolved) {\n const { keyframes } = this.options;\n return { done: true, value: keyframes[keyframes.length - 1] };\n }\n const { finalKeyframe, generator, mirroredGenerator, mapPercentToKeyframes, keyframes, calculatedDuration, totalDuration, resolvedDuration, } = resolved;\n if (this.startTime === null)\n return generator.next(0);\n const { delay, repeat, repeatType, repeatDelay, onUpdate } = this.options;\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 (this.speed > 0) {\n this.startTime = Math.min(this.startTime, timestamp);\n }\n else if (this.speed < 0) {\n this.startTime = Math.min(timestamp - totalDuration / this.speed, this.startTime);\n }\n // Update currentTime\n if (sample) {\n this.currentTime = timestamp;\n }\n else if (this.holdTime !== null) {\n this.currentTime = this.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 this.currentTime =\n Math.round(timestamp - this.startTime) * this.speed;\n }\n // Rebase on delay\n const timeWithoutDelay = this.currentTime - delay * (this.speed >= 0 ? 1 : -1);\n const isInDelayPhase = this.speed >= 0\n ? timeWithoutDelay < 0\n : timeWithoutDelay > totalDuration;\n this.currentTime = Math.max(timeWithoutDelay, 0);\n // If this animation has finished, set the current time to the total duration.\n if (this.state === \"finished\" && this.holdTime === null) {\n this.currentTime = totalDuration;\n }\n let elapsed = this.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 = Math.min(this.currentTime, totalDuration) / 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 isOddIteration = Boolean(currentIteration % 2);\n if (isOddIteration) {\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 elapsed = clamp(0, 1, iterationProgress) * 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[0] }\n : frameGenerator.next(elapsed);\n if (mapPercentToKeyframes) {\n state.value = mapPercentToKeyframes(state.value);\n }\n let { done } = state;\n if (!isInDelayPhase && calculatedDuration !== null) {\n done =\n this.speed >= 0\n ? this.currentTime >= totalDuration\n : this.currentTime <= 0;\n }\n const isAnimationFinished = this.holdTime === null &&\n (this.state === \"finished\" || (this.state === \"running\" && done));\n if (isAnimationFinished && finalKeyframe !== undefined) {\n state.value = getFinalKeyframe(keyframes, this.options, finalKeyframe);\n }\n if (onUpdate) {\n onUpdate(state.value);\n }\n if (isAnimationFinished) {\n this.finish();\n }\n return state;\n }\n get duration() {\n const { resolved } = this;\n return resolved ? millisecondsToSeconds(resolved.calculatedDuration) : 0;\n }\n get time() {\n return millisecondsToSeconds(this.currentTime);\n }\n set time(newTime) {\n newTime = secondsToMilliseconds(newTime);\n this.currentTime = newTime;\n if (this.holdTime !== null || this.speed === 0) {\n this.holdTime = newTime;\n }\n else if (this.driver) {\n this.startTime = this.driver.now() - newTime / this.speed;\n }\n }\n get speed() {\n return this.playbackSpeed;\n }\n set speed(newSpeed) {\n const hasChanged = this.playbackSpeed !== newSpeed;\n this.playbackSpeed = newSpeed;\n if (hasChanged) {\n this.time = millisecondsToSeconds(this.currentTime);\n }\n }\n play() {\n if (!this.resolver.isScheduled) {\n this.resolver.resume();\n }\n if (!this._resolved) {\n this.pendingPlayState = \"running\";\n return;\n }\n if (this.isStopped)\n return;\n const { driver = frameloopDriver, onPlay } = this.options;\n if (!this.driver) {\n this.driver = driver((timestamp) => this.tick(timestamp));\n }\n onPlay && onPlay();\n const now = this.driver.now();\n if (this.holdTime !== null) {\n this.startTime = now - this.holdTime;\n }\n else if (!this.startTime || this.state === \"finished\") {\n this.startTime = now;\n }\n if (this.state === \"finished\") {\n this.updateFinishedPromise();\n }\n this.cancelTime = this.startTime;\n this.holdTime = null;\n /**\n * Set playState to running only after we've used it in\n * the previous logic.\n */\n this.state = \"running\";\n this.driver.start();\n }\n pause() {\n var _a;\n if (!this._resolved) {\n this.pendingPlayState = \"paused\";\n return;\n }\n this.state = \"paused\";\n this.holdTime = (_a = this.currentTime) !== null && _a !== void 0 ? _a : 0;\n }\n stop() {\n this.resolver.cancel();\n this.isStopped = true;\n if (this.state === \"idle\")\n return;\n this.teardown();\n const { onStop } = this.options;\n onStop && onStop();\n }\n complete() {\n if (this.state !== \"running\") {\n this.play();\n }\n this.pendingPlayState = this.state = \"finished\";\n this.holdTime = null;\n }\n finish() {\n this.teardown();\n this.state = \"finished\";\n const { onComplete } = this.options;\n onComplete && onComplete();\n }\n cancel() {\n if (this.cancelTime !== null) {\n this.tick(this.cancelTime);\n }\n this.teardown();\n this.updateFinishedPromise();\n }\n teardown() {\n this.state = \"idle\";\n this.stopDriver();\n this.resolveFinishedPromise();\n this.updateFinishedPromise();\n this.startTime = this.cancelTime = null;\n this.resolver.cancel();\n }\n stopDriver() {\n if (!this.driver)\n return;\n this.driver.stop();\n this.driver = undefined;\n }\n sample(time) {\n this.startTime = 0;\n return this.tick(time, true);\n }\n}\n// Legacy interface\nfunction animateValue(options) {\n return new MainThreadAnimation(options);\n}\n\nexport { MainThreadAnimation, animateValue };\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","const isBezierDefinition = (easing) => Array.isArray(easing) && typeof easing[0] === \"number\";\n\nexport { isBezierDefinition };\n","import { isBezierDefinition } from '../../../easing/utils/is-bezier-definition.mjs';\n\nfunction isWaapiSupportedEasing(easing) {\n return Boolean(!easing ||\n (typeof easing === \"string\" && supportedWaapiEasing[easing]) ||\n isBezierDefinition(easing) ||\n (Array.isArray(easing) && easing.every(isWaapiSupportedEasing)));\n}\nconst cubicBezierAsString = ([a, b, c, d]) => `cubic-bezier(${a}, ${b}, ${c}, ${d})`;\nconst supportedWaapiEasing = {\n linear: \"linear\",\n ease: \"ease\",\n easeIn: \"ease-in\",\n easeOut: \"ease-out\",\n easeInOut: \"ease-in-out\",\n circIn: cubicBezierAsString([0, 0.65, 0.55, 1]),\n circOut: cubicBezierAsString([0.55, 0, 1, 0.45]),\n backIn: cubicBezierAsString([0.31, 0.01, 0.66, -0.59]),\n backOut: cubicBezierAsString([0.33, 1.53, 0.69, 0.99]),\n};\nfunction mapEasingToNativeEasing(easing) {\n if (!easing)\n return undefined;\n return isBezierDefinition(easing)\n ? cubicBezierAsString(easing)\n : Array.isArray(easing)\n ? easing.map(mapEasingToNativeEasing)\n : supportedWaapiEasing[easing];\n}\n\nexport { cubicBezierAsString, isWaapiSupportedEasing, mapEasingToNativeEasing, supportedWaapiEasing };\n","import { time } from '../../frameloop/sync-time.mjs';\nimport { DOMKeyframesResolver } from '../../render/dom/DOMKeyframesResolver.mjs';\nimport { memo } from '../../utils/memo.mjs';\nimport { noop } from '../../utils/noop.mjs';\nimport { millisecondsToSeconds, secondsToMilliseconds } from '../../utils/time-conversion.mjs';\nimport { BaseAnimation } from './BaseAnimation.mjs';\nimport { MainThreadAnimation } from './MainThreadAnimation.mjs';\nimport { animateStyle } from './waapi/index.mjs';\nimport { isWaapiSupportedEasing } from './waapi/easing.mjs';\nimport { getFinalKeyframe } from './waapi/utils/get-final-keyframe.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 // TODO: Can be accelerated but currently disabled until https://issues.chromium.org/issues/41491098 is resolved\n // or until we implement support for linear() easing.\n // \"background-color\"\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;\n/**\n * Check if an animation can run natively via WAAPI or requires pregenerated keyframes.\n * WAAPI doesn't support spring or function easings so we run these as JS animation before\n * handing off.\n */\nfunction requiresPregeneratedKeyframes(options) {\n return (options.type === \"spring\" ||\n options.name === \"backgroundColor\" ||\n !isWaapiSupportedEasing(options.ease));\n}\nfunction pregenerateKeyframes(keyframes, options) {\n /**\n * Create a main-thread animation to pregenerate keyframes.\n * We sample this at regular intervals to generate keyframes that we then\n * linearly interpolate between.\n */\n const sampleAnimation = new MainThreadAnimation({\n ...options,\n keyframes,\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 return {\n times: undefined,\n keyframes: pregeneratedKeyframes,\n duration: t - sampleDelta,\n ease: \"linear\",\n };\n}\nclass AcceleratedAnimation extends BaseAnimation {\n constructor(options) {\n super(options);\n const { name, motionValue, keyframes } = this.options;\n this.resolver = new DOMKeyframesResolver(keyframes, (resolvedKeyframes, finalKeyframe) => this.onKeyframesResolved(resolvedKeyframes, finalKeyframe), name, motionValue);\n this.resolver.scheduleResolve();\n }\n initPlayback(keyframes, finalKeyframe) {\n var _a;\n let { duration = 300, motionValue, name } = this.options;\n /**\n * If element has since been unmounted, return false to indicate\n * the animation failed to initialised.\n */\n if (!((_a = motionValue.owner) === null || _a === void 0 ? void 0 : _a.current)) {\n return false;\n }\n /**\n * If this animation needs pre-generated keyframes then generate.\n */\n if (requiresPregeneratedKeyframes(this.options)) {\n const { onComplete, onUpdate, motionValue, ...options } = this.options;\n const pregeneratedAnimation = pregenerateKeyframes(keyframes, options);\n keyframes = pregeneratedAnimation.keyframes;\n duration = pregeneratedAnimation.duration;\n this.options.times = pregeneratedAnimation.times;\n this.options.ease = pregeneratedAnimation.ease;\n }\n const animation = animateStyle(motionValue.owner.current, name, keyframes, { ...this.options, duration });\n // Override the browser calculated startTime with one synchronised to other JS\n // and WAAPI animations starting this event loop.\n animation.startTime = time.now();\n if (this.pendingTimeline) {\n animation.timeline = this.pendingTimeline;\n this.pendingTimeline = undefined;\n }\n else {\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 const { onComplete } = this.options;\n motionValue.set(getFinalKeyframe(keyframes, this.options, finalKeyframe));\n onComplete && onComplete();\n this.cancel();\n this.resolveFinishedPromise();\n };\n }\n return {\n animation,\n duration,\n keyframes: keyframes,\n };\n }\n get duration() {\n const { resolved } = this;\n if (!resolved)\n return 0;\n const { duration } = resolved;\n return millisecondsToSeconds(duration);\n }\n get time() {\n const { resolved } = this;\n if (!resolved)\n return 0;\n const { animation } = resolved;\n return millisecondsToSeconds(animation.currentTime || 0);\n }\n set time(newTime) {\n const { resolved } = this;\n if (!resolved)\n return;\n const { animation } = resolved;\n animation.currentTime = secondsToMilliseconds(newTime);\n }\n get speed() {\n const { resolved } = this;\n if (!resolved)\n return 1;\n const { animation } = resolved;\n return animation.playbackRate;\n }\n set speed(newSpeed) {\n const { resolved } = this;\n if (!resolved)\n return;\n const { animation } = resolved;\n animation.playbackRate = newSpeed;\n }\n get state() {\n const { resolved } = this;\n if (!resolved)\n return \"idle\";\n const { animation } = resolved;\n return animation.playState;\n }\n /**\n * Replace the default DocumentTimeline with another AnimationTimeline.\n * Currently used for scroll animations.\n */\n attachTimeline(timeline) {\n if (!this._resolved) {\n this.pendingTimeline = timeline;\n }\n else {\n const { resolved } = this;\n if (!resolved)\n return noop;\n const { animation } = resolved;\n animation.timeline = timeline;\n animation.onfinish = null;\n }\n return noop;\n }\n play() {\n if (this.isStopped)\n return;\n const { resolved } = this;\n if (!resolved)\n return;\n const { animation } = resolved;\n if (animation.playState === \"finished\") {\n this.updateFinishedPromise();\n }\n animation.play();\n }\n pause() {\n const { resolved } = this;\n if (!resolved)\n return;\n const { animation } = resolved;\n animation.pause();\n }\n stop() {\n this.resolver.cancel();\n this.isStopped = true;\n if (this.state === \"idle\")\n return;\n const { resolved } = this;\n if (!resolved)\n return;\n const { animation, keyframes } = resolved;\n if (animation.playState === \"idle\" ||\n animation.playState === \"finished\") {\n return;\n }\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 if (this.time) {\n const { motionValue, onUpdate, onComplete, ...options } = this.options;\n const sampleAnimation = new MainThreadAnimation({\n ...options,\n keyframes,\n });\n const sampleTime = secondsToMilliseconds(this.time);\n motionValue.setWithVelocity(sampleAnimation.sample(sampleTime - sampleDelta).value, sampleAnimation.sample(sampleTime).value, sampleDelta);\n }\n this.cancel();\n }\n complete() {\n const { resolved } = this;\n if (!resolved)\n return;\n resolved.animation.finish();\n }\n cancel() {\n const { resolved } = this;\n if (!resolved)\n return;\n resolved.animation.cancel();\n }\n static supports(options) {\n const { motionValue, name, repeatDelay, repeatType, damping, type } = options;\n return (supportsWaapi() &&\n name &&\n acceleratedValues.has(name) &&\n motionValue &&\n motionValue.owner &&\n motionValue.owner.current instanceof HTMLElement &&\n /**\n * If we're outputting values to onUpdate then we can't use WAAPI as there's\n * no way to read the value from WAAPI every frame.\n */\n !motionValue.owner.getProps().onUpdate &&\n !repeatDelay &&\n repeatType !== \"mirror\" &&\n damping !== 0 &&\n type !== \"inertia\");\n }\n}\n\nexport { AcceleratedAnimation };\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 = 300, 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","import { secondsToMilliseconds } from '../../utils/time-conversion.mjs';\nimport { getDefaultTransition } from '../utils/default-transitions.mjs';\nimport { getValueTransition, isTransitionDefined } from '../utils/transitions.mjs';\nimport { MotionGlobalConfig } from '../../utils/GlobalConfig.mjs';\nimport { instantAnimationState } from '../../utils/use-instant-transition-state.mjs';\nimport { getFinalKeyframe } from '../animators/waapi/utils/get-final-keyframe.mjs';\nimport { frame } from '../../frameloop/frame.mjs';\nimport { AcceleratedAnimation } from '../animators/AcceleratedAnimation.mjs';\nimport { MainThreadAnimation } from '../animators/MainThreadAnimation.mjs';\n\nconst animateMotionValue = (name, value, target, transition = {}, element, isHandoff) => (onComplete) => {\n const valueTransition = getValueTransition(transition, name) || {};\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 let options = {\n keyframes: Array.isArray(target) ? target : [null, target],\n ease: \"easeOut\",\n velocity: value.getVelocity(),\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 name,\n motionValue: value,\n element: isHandoff ? undefined : element,\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(name, 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 (options.from !== undefined) {\n options.keyframes[0] = options.from;\n }\n let shouldSkip = false;\n if (options.type === false) {\n options.duration = 0;\n if (options.delay === 0) {\n shouldSkip = true;\n }\n }\n if (instantAnimationState.current ||\n MotionGlobalConfig.skipAnimations) {\n shouldSkip = true;\n options.duration = 0;\n options.delay = 0;\n }\n /**\n * If we can or must skip creating the animation, and apply only\n * the final keyframe, do so. We also check once keyframes are resolved but\n * this early check prevents the need to create an animation at all.\n */\n if (shouldSkip && !isHandoff && value.get() !== undefined) {\n const finalKeyframe = getFinalKeyframe(options.keyframes, valueTransition);\n if (finalKeyframe !== undefined) {\n frame.update(() => {\n options.onUpdate(finalKeyframe);\n options.onComplete();\n });\n return;\n }\n }\n /**\n * Animate via WAAPI if possible. If this is a handoff animation, the optimised animation will be running via\n * WAAPI. Therefore, this animation must be JS to ensure it runs \"under\" the\n * optimised animation.\n */\n if (!isHandoff && AcceleratedAnimation.supports(options)) {\n return new AcceleratedAnimation(options);\n }\n else {\n return new MainThreadAnimation(options);\n }\n};\n\nexport { animateMotionValue };\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","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","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","import { SubscriptionManager } from '../utils/subscription-manager.mjs';\nimport { velocityPerSecond } from '../utils/velocity-per-second.mjs';\nimport { warnOnce } from '../utils/warn-once.mjs';\nimport { time } from '../frameloop/sync-time.mjs';\nimport { frame } from '../frameloop/frame.mjs';\n\n/**\n * Maximum time between the value of two frames, beyond which we\n * assume the velocity has since been 0.\n */\nconst MAX_VELOCITY_DELTA = 30;\nconst isFloat = (value) => {\n return !isNaN(parseFloat(value));\n};\nconst collectMotionValues = {\n current: undefined,\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 = \"11.0.20\";\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 const currentTime = time.now();\n /**\n * If we're updating the value during another frame or eventloop\n * than the previous frame, then the we set the previous frame value\n * to current.\n */\n if (this.updatedAt !== currentTime) {\n this.setPrevFrameValue();\n }\n this.prev = this.current;\n this.setCurrent(v);\n // Update update subscribers\n if (this.current !== this.prev && this.events.change) {\n this.events.change.notify(this.current);\n }\n // Update render subscribers\n if (render && this.events.renderRequest) {\n this.events.renderRequest.notify(this.current);\n }\n };\n this.hasAnimated = false;\n this.setCurrent(init);\n this.canTrackVelocity = isFloat(this.current);\n this.owner = options.owner;\n }\n setCurrent(current) {\n this.current = current;\n this.updatedAt = time.now();\n }\n setPrevFrameValue(prevFrameValue = this.current) {\n this.prevFrameValue = prevFrameValue;\n this.prevUpdatedAt = this.updatedAt;\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 \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 = undefined;\n this.prevFrameValue = prev;\n this.prevUpdatedAt = this.updatedAt - 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, endAnimation = true) {\n this.updateAndNotify(v);\n this.prev = v;\n this.prevUpdatedAt = this.prevFrameValue = undefined;\n endAnimation && 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 if (collectMotionValues.current) {\n collectMotionValues.current.push(this);\n }\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 const currentTime = time.now();\n if (!this.canTrackVelocity ||\n this.prevFrameValue === undefined ||\n currentTime - this.updatedAt > MAX_VELOCITY_DELTA) {\n return 0;\n }\n const delta = Math.min(this.updatedAt - this.prevUpdatedAt, MAX_VELOCITY_DELTA);\n // Casts because of parseFloat's poor typing\n return velocityPerSecond(parseFloat(this.current) -\n parseFloat(this.prevFrameValue), delta);\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, collectMotionValues, motionValue };\n","import { resolveFinalValueInKeyframes } from '../../utils/resolve-value.mjs';\nimport { motionValue } from '../../value/index.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 || {};\n target = { ...target, ...transitionEnd };\n for (const key in target) {\n const value = resolveFinalValueInKeyframes(target[key]);\n setMotionValue(visualElement, key, value);\n }\n}\n\nexport { setTarget };\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 { getValueTransition } from '../utils/transitions.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, targetAndTransition, { delay = 0, transitionOverride, type } = {}) {\n var _a;\n let { transition = visualElement.getDefaultTransition(), transitionEnd, ...target } = targetAndTransition;\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, (_a = visualElement.latestValues[key]) !== null && _a !== void 0 ? _a : null);\n const valueTarget = target[key];\n if (valueTarget === undefined ||\n (animationTypeState &&\n shouldBlockAnimation(animationTypeState, key))) {\n continue;\n }\n const valueTransition = {\n delay,\n elapsed: 0,\n ...getValueTransition(transition || {}, key),\n };\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 let isHandoff = false;\n if (window.HandoffAppearAnimations) {\n const appearId = visualElement.getProps()[optimizedAppearDataAttribute];\n if (appearId) {\n const elapsed = window.HandoffAppearAnimations(appearId, key);\n if (elapsed !== null) {\n valueTransition.elapsed = elapsed;\n isHandoff = true;\n }\n }\n }\n value.start(animateMotionValue(key, value, valueTarget, visualElement.shouldReduceMotion && transformProps.has(key)\n ? { type: false }\n : valueTransition, visualElement, isHandoff));\n const animation = value.animation;\n if (animation) {\n if (isWillChangeMotionValue(willChange)) {\n willChange.add(key);\n animation.then(() => willChange.remove(key));\n }\n animations.push(animation);\n }\n }\n if (transitionEnd) {\n Promise.all(animations).then(() => {\n frame.update(() => {\n transitionEnd && setTarget(visualElement, transitionEnd);\n });\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 var _a;\n const resolved = resolveVariant(visualElement, variant, options.type === \"exit\"\n ? (_a = visualElement.presenceContext) === null || _a === void 0 ? void 0 : _a.custom\n : undefined);\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 = (type) => (acc, definition) => {\n var _a;\n const resolved = resolveVariant(visualElement, definition, type === \"exit\"\n ? (_a = visualElement.presenceContext) === null || _a === void 0 ? void 0 : _a.custom\n : undefined);\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(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 let handledRemovedValues = false;\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(type), {});\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 if (removedKeys.has(key)) {\n handledRemovedValues = true;\n removedKeys.delete(key);\n }\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 let valueHasChanged = false;\n if (isKeyframesTarget(next) && isKeyframesTarget(prev)) {\n valueHasChanged = !shallowCompare(next, prev);\n }\n else {\n valueHasChanged = next !== prev;\n }\n if (valueHasChanged) {\n if (next !== undefined && next !== null) {\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 */\n if (shouldAnimateType && (!isInherited || handledRemovedValues)) {\n animations.push(...definitionList.map((animation) => ({\n animation: animation,\n options: { type },\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 fallbackAnimation[key] =\n fallbackTarget === undefined ? null : fallbackTarget;\n });\n animations.push({ animation: fallbackAnimation });\n }\n let shouldAnimate = Boolean(animations.length);\n if (isInitialRender &&\n (props.initial === false || props.initial === props.animate) &&\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) {\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(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';\nimport { frame } from '../../frameloop/frame.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(() => {\n frame.postRender(() => {\n visualElement.notify(\"AnimationComplete\", definition);\n });\n });\n}\n\nexport { animateVisualElement };\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 } = 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);\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","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","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, contextWindow, dragSnapToOrigin = false } = {}) {\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 /**\n * @internal\n */\n this.contextWindow = window;\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 const { onEnd, onSessionEnd, resumeAnimation } = this.handlers;\n if (this.dragSnapToOrigin)\n resumeAnimation && resumeAnimation();\n if (!(this.lastMoveEvent && this.lastMoveEventInfo))\n return;\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.dragSnapToOrigin = dragSnapToOrigin;\n this.handlers = handlers;\n this.transformPagePoint = transformPagePoint;\n this.contextWindow = contextWindow || window;\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(this.contextWindow, \"pointermove\", this.handlePointerMove), addPointerEvent(this.contextWindow, \"pointerup\", this.handlePointerUp), addPointerEvent(this.contextWindow, \"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 { mixNumber } from '../../utils/mix/number.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 = mixNumber(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 mixNumber(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","import { progress } from '../../../utils/progress.mjs';\nimport { calcLength } from '../../../projection/geometry/delta-calc.mjs';\nimport { clamp } from '../../../utils/clamp.mjs';\nimport { mixNumber } from '../../../utils/mix/number.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\n ? mixNumber(min, point, elastic.min)\n : 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\n ? mixNumber(max, point, elastic.max)\n : 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","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","function eachAxis(callback) {\n return [callback(\"x\"), callback(\"y\")];\n}\n\nexport { eachAxis };\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","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 values.skewX ||\n values.skewY);\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 { mixNumber } from '../../utils/mix/number.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 = mixNumber(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 { 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","// Fixes https://github.com/framer/motion/issues/2270\nconst getContextWindow = ({ current }) => {\n return current ? current.ownerDocument.defaultView : null;\n};\n\nexport { getContextWindow };\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 { mixNumber } from '../../utils/mix/number.mjs';\nimport { percent } from '../../value/types/numbers/units.mjs';\nimport { animateMotionValue } from '../../animation/interfaces/motion-value.mjs';\nimport { getContextWindow } from '../../utils/get-context-window.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 const { dragSnapToOrigin } = this.getProps();\n // Stop or pause any animations on both axis values immediately. This allows the user to throw and catch\n // the component.\n dragSnapToOrigin ? this.pauseAnimation() : 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 onDragStart(event, info);\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 const resumeAnimation = () => eachAxis((axis) => {\n var _a;\n return this.getAnimationState(axis) === \"paused\" &&\n ((_a = this.getAxisMotionValue(axis).animation) === null || _a === void 0 ? void 0 : _a.play());\n });\n const { dragSnapToOrigin } = this.getProps();\n this.panSession = new PanSession(originEvent, {\n onSessionStart,\n onStart,\n onMove,\n onSessionEnd,\n resumeAnimation,\n }, {\n transformPagePoint: this.visualElement.getTransformPagePoint(),\n dragSnapToOrigin,\n contextWindow: getContextWindow(this.visualElement),\n });\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 onDragEnd(event, info);\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 var _a;\n const { dragConstraints, dragElastic } = this.getProps();\n const layout = this.visualElement.projection &&\n !this.visualElement.projection.layout\n ? this.visualElement.projection.measure(false)\n : (_a = this.visualElement.projection) === null || _a === void 0 ? void 0 : _a.layout;\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, this.visualElement));\n }\n stopAnimation() {\n eachAxis((axis) => this.getAxisMotionValue(axis).stop());\n }\n pauseAnimation() {\n eachAxis((axis) => { var _a; return (_a = this.getAxisMotionValue(axis).animation) === null || _a === void 0 ? void 0 : _a.pause(); });\n }\n getAnimationState(axis) {\n var _a;\n return (_a = this.getAxisMotionValue(axis).animation) === null || _a === void 0 ? void 0 : _a.state;\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] - mixNumber(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(mixNumber(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 { 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 { getContextWindow } from '../../utils/get-context-window.mjs';\n\nconst asyncHandler = (handler) => (event, info) => {\n if (handler) {\n 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(), {\n transformPagePoint: this.node.getTransformPagePoint(),\n contextWindow: getContextWindow(this.node),\n });\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 onPanEnd(event, info);\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","/**\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","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 { mixNumber } from '../../utils/mix/number.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 = mixNumber(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 { microtask } from '../../../frameloop/microtask.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 microtask.postRender(() => {\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 \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 \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 { circOut } from '../../easing/circ.mjs';\nimport { progress } from '../../utils/progress.mjs';\nimport { mixNumber } from '../../utils/mix/number.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 = mixNumber(0, \n // TODO Reinstate this if only child\n lead.opacity !== undefined ? lead.opacity : 1, easeCrossfadeIn(progress));\n target.opacityExit = mixNumber(follow.opacity !== undefined ? follow.opacity : 1, 0, easeCrossfadeOut(progress));\n }\n else if (isOnlyMember) {\n target.opacity = mixNumber(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(mixNumber(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 = mixNumber(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 { mixNumber } from '../../utils/mix/number.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 = mixNumber(sourceAxis.min, sourceAxis.max, translate / 100);\n translate = relativeProgress - sourceAxis.min;\n }\n if (typeof translate !== \"number\")\n return;\n let originPoint = mixNumber(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 boxEqualsRounded(a, b) {\n return (Math.round(a.x.min) === Math.round(b.x.min) &&\n Math.round(a.x.max) === Math.round(b.x.max) &&\n Math.round(a.y.min) === Math.round(b.y.min) &&\n Math.round(a.y.max) === Math.round(b.y.max));\n}\nfunction aspectRatio(box) {\n return calcLength(box.x) / calcLength(box.y);\n}\n\nexport { aspectRatio, boxEquals, boxEqualsRounded, 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}, ${1 / treeScale.y}) `;\n }\n if (latestTransform) {\n const { rotate, rotateX, rotateY, skewX, skewY } = latestTransform;\n if (rotate)\n transform += `rotate(${rotate}deg) `;\n if (rotateX)\n transform += `rotateX(${rotateX}deg) `;\n if (rotateY)\n transform += `rotateY(${rotateY}deg) `;\n if (skewX)\n transform += `skewX(${skewX}deg) `;\n if (skewY)\n transform += `skewY(${skewY}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 { boxEqualsRounded, isDeltaZero, aspectRatio, boxEquals } 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 { mixNumber } from '../../utils/mix/number.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';\nimport { noop } from '../../utils/noop.mjs';\nimport { time } from '../../frameloop/sync-time.mjs';\nimport { microtask } from '../../frameloop/microtask.mjs';\n\nconst transformAxes = [\"\", \"X\", \"Y\", \"Z\"];\nconst hiddenVisibility = { visibility: \"hidden\" };\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 resetDistortingTransform(key, visualElement, values, sharedAnimationValues) {\n const { latestValues } = visualElement;\n // Record the distorting transform and then temporarily set it to 0\n if (latestValues[key]) {\n values[key] = latestValues[key];\n visualElement.setStaticValue(key, 0);\n if (sharedAnimationValues) {\n sharedAnimationValues[key] = 0;\n }\n }\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.projectionUpdateScheduled = 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 this.projectionUpdateScheduled = false;\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 !boxEqualsRounded(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(resetSkewAndRotation);\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 if (window.HandoffCancelAllAnimations) {\n window.HandoffCancelAllAnimations();\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 = time.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 microtask.read(() => this.update());\n }\n }\n clearAllSnapshots() {\n this.nodes.forEach(clearSnapshot);\n this.sharedNodes.forEach(removeLeadSnapshots);\n }\n scheduleUpdateProjection() {\n if (!this.projectionUpdateScheduled) {\n this.projectionUpdateScheduled = true;\n frame.preRender(this.updateProjection, false, true);\n }\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 if (!this.targetDelta && !this.relativeTarget) {\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 lead.targetWithTransforms = createBox();\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 resetSkewAndRotation() {\n const { visualElement } = this.options;\n if (!visualElement)\n return;\n // If there's no detected skew or rotation values, we can early return without a forced render.\n let hasDistortingTransform = 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 latestValues.skewX ||\n latestValues.skewY) {\n hasDistortingTransform = true;\n }\n // If there's no distorting values, we don't need to do any more.\n if (!hasDistortingTransform)\n return;\n const resetValues = {};\n // Check the skew and rotate value of all axes and reset to 0\n for (let i = 0; i < transformAxes.length; i++) {\n resetDistortingTransform(`rotate${transformAxes[i]}`, visualElement, resetValues, this.animationValues);\n resetDistortingTransform(`skew${transformAxes[i]}`, visualElement, resetValues, this.animationValues);\n }\n // Force a render of this element to apply the transform with all skews and 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 if (this.animationValues) {\n this.animationValues[key] = resetValues[key];\n }\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 if (!this.instance || this.isSVG)\n return undefined;\n if (!this.isVisible) {\n return hiddenVisibility;\n }\n const styles = {\n visibility: \"\",\n };\n const transformTemplate = this.getTransformTemplate();\n if (this.needsReset) {\n this.needsReset = false;\n styles.opacity = \"\";\n styles.pointerEvents =\n resolveMotionValue(styleProp === null || styleProp === void 0 ? void 0 : 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 === null || styleProp === void 0 ? void 0 : 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 === null || styleProp === void 0 ? void 0 : 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 (!boxEqualsRounded(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 resetSkewAndRotation(node) {\n node.resetSkewAndRotation();\n}\nfunction removeLeadSnapshots(stack) {\n stack.removeLeadSnapshot();\n}\nfunction mixAxisDelta(output, delta, p) {\n output.translate = mixNumber(delta.translate, 0, p);\n output.scale = mixNumber(delta.scale, 1, p);\n output.origin = delta.origin;\n output.originPoint = delta.originPoint;\n}\nfunction mixAxis(output, from, to, p) {\n output.min = mixNumber(from.min, to.min, p);\n output.max = mixNumber(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};\nconst userAgentContains = (string) => typeof navigator !== \"undefined\" &&\n navigator.userAgent &&\n navigator.userAgent.toLowerCase().includes(string);\n/**\n * Measured bounding boxes must be rounded in Safari and\n * left untouched in Chrome, otherwise non-integer layouts within scaled-up elements\n * can appear to jump.\n */\nconst roundPoint = userAgentContains(\"applewebkit/\") && !userAgentContains(\"chrome/\")\n ? Math.round\n : noop;\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 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 { time } from '../frameloop/sync-time.mjs';\nimport { frame, cancelFrame } from '../frameloop/frame.mjs';\n\n/**\n * Timeout defined in ms\n */\nfunction delay(callback, timeout) {\n const start = time.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","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 { 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","// 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 { 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 { 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 { KeyframeResolver } from './utils/KeyframesResolver.mjs';\nimport { isNumericalString } from '../utils/is-numerical-string.mjs';\nimport { isZeroValueString } from '../utils/is-zero-value-string.mjs';\nimport { findValueType } from './dom/value-types/find.mjs';\nimport { complex } from '../value/types/complex/index.mjs';\nimport { getAnimatableNone } from './dom/value-types/animatable-none.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, blockInitialAnimation, visualState, }, options = {}) {\n this.resolveKeyframes = (keyframes, \n // We use an onComplete callback here rather than a Promise as a Promise\n // resolution is a microtask and we want to retain the ability to force\n // the resolution of keyframes synchronously.\n onComplete, name, value) => {\n return new this.KeyframeResolver(keyframes, onComplete, name, value, this);\n };\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 this.KeyframeResolver = KeyframeResolver;\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.blockInitialAnimation = Boolean(blockInitialAnimation);\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 && frame.preRender(this.notifyUpdate);\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 if (value.owner)\n value.stop();\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.type === \"html\" || this.type === \"svg\") &&\n !this.projection &&\n 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 * 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 === null ? undefined : 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, target) {\n var _a;\n let value = 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 if (value !== undefined && value !== null) {\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(target)) {\n value = getAnimatableNone(key, target);\n }\n this.setBaseTarget(key, isMotionValue(value) ? value.get() : value);\n }\n return isMotionValue(value) ? value.get() : value;\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, _b;\n const { initial } = this.props;\n const valueFromInitial = typeof initial === \"string\" || typeof initial === \"object\"\n ? (_b = resolveVariantFromProps(this.props, initial, (_a = this.presenceContext) === null || _a === void 0 ? void 0 : _a.custom)) === null || _b === void 0 ? void 0 : _b[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 === \"11.0.20\", `Attempting to mix Framer Motion versions ${nextValue.version} with 11.0.20 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 { VisualElement } from '../VisualElement.mjs';\nimport { DOMKeyframesResolver } from './DOMKeyframesResolver.mjs';\n\nclass DOMVisualElement extends VisualElement {\n constructor() {\n super(...arguments);\n this.KeyframeResolver = DOMKeyframesResolver;\n }\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}\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 constructor() {\n super(...arguments);\n this.type = \"html\";\n }\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.type = \"svg\";\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","import { createMotionComponent } from '../../motion/index.mjs';\nimport { createMotionProxy } from './motion-proxy.mjs';\nimport { createDomMotionConfig } from './utils/create-config.mjs';\nimport { gestureAnimations } from '../../motion/features/gestures.mjs';\nimport { animations } from '../../motion/features/animations.mjs';\nimport { drag } from '../../motion/features/drag.mjs';\nimport { createDomVisualElement } from './create-visual-element.mjs';\nimport { layout } from '../../motion/features/layout.mjs';\n\nconst preloadedFeatures = {\n ...animations,\n ...gestureAnimations,\n ...drag,\n ...layout,\n};\n/**\n * HTML & SVG components, optimised for use with gestures and animation. These can be used as\n * drop-in replacements for any HTML & SVG component, all CSS & SVG properties are supported.\n *\n * @public\n */\nconst motion = /*@__PURE__*/ createMotionProxy((Component, config) => createDomMotionConfig(Component, config, preloadedFeatures, createDomVisualElement));\n/**\n * Create a DOM `motion` component with the provided string. This is primarily intended\n * as a full alternative to `motion` for consumers who have to support environments that don't\n * support `Proxy`.\n *\n * ```javascript\n * import { createDomMotionComponent } from \"framer-motion\"\n *\n * const motion = {\n * div: createDomMotionComponent('div')\n * }\n * ```\n *\n * @public\n */\nfunction createDomMotionComponent(key) {\n return createMotionComponent(createDomMotionConfig(key, { forwardMotionProps: false }, preloadedFeatures, createDomVisualElement));\n}\n\nexport { createDomMotionComponent, motion };\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 { isSVGComponent } from './is-svg-component.mjs';\nimport { createUseRender } from '../use-render.mjs';\nimport { svgMotionConfig } from '../../svg/config-motion.mjs';\nimport { htmlMotionConfig } from '../../html/config-motion.mjs';\n\nfunction createDomMotionConfig(Component, { forwardMotionProps = false }, preloadedFeatures, createVisualElement) {\n const baseConfig = isSVGComponent(Component)\n ? svgMotionConfig\n : htmlMotionConfig;\n return {\n ...baseConfig,\n preloadedFeatures,\n useRender: createUseRender(forwardMotionProps),\n createVisualElement,\n Component,\n };\n}\n\nexport { createDomMotionConfig };\n","import { useState, useEffect } from \"react\";\r\nimport { motion } from \"framer-motion\";\r\nimport ArrowRightIcon from '@mui/icons-material/ArrowRight';\r\nimport ArrowLeftIcon from '@mui/icons-material/ArrowLeft';\r\n\r\nconst YachtCarousel = ({ boatName, images }) => {\r\n const [currentIndex, setCurrentIndex] = useState(0);\r\n\r\n const previous = () => {\r\n setCurrentIndex((prevIndex) => (prevIndex === 0 ? images.length - 1 : prevIndex - 1));\r\n };\r\n\r\n const next = () => {\r\n setCurrentIndex((prevIndex) => (prevIndex === images.length - 1 ? 0 : prevIndex + 1));\r\n };\r\n\r\n useEffect(() => {\r\n const interval = setInterval(() => {\r\n setCurrentIndex((prevIndex) => (prevIndex === images.length - 1 ? 0 : prevIndex + 1));\r\n }, 5000);\r\n return () => clearInterval(interval);\r\n }, []);\r\n\r\n return (\r\n \r\n
\r\n
{boatName} {images[currentIndex].title}
\r\n
\r\n
\r\n {images.map((image, index) => (\r\n
\r\n ))}\r\n
\r\n \r\n \r\n
\r\n \r\n \r\n
\r\n
\r\n );\r\n};\r\n\r\nexport default YachtCarousel;","import React from 'react';\r\nimport boatsData from './Yachts.json';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport { Helmet } from 'react-helmet';\r\nimport { Divider } from '@mui/material';\r\nimport YachtCarousel from './YachtCarousel';\r\nimport AfterGlow1 from '../Images/Afterglow/Afterglow-Deck.jpg';\r\nimport AfterGlow2 from '../Images/Afterglow/Afterglow-Aft-Deck.jpg';\r\nimport AfterGlow3 from '../Images/Afterglow/Afterglow-Aft-Deck-2.jpg';\r\nimport AfterGlow4 from '../Images/Afterglow/Afterglow-Aft-Deck-Entry-Salon.jpg';\r\nimport AfterGlow5 from '../Images/Afterglow/Afterglow-Salon-Looking-Forward.jpg';\r\nimport AfterGlow6 from '../Images/Afterglow/Afterglow-Formal-Dinning.jpg';\r\nimport AfterGlow7 from '../Images/Afterglow/Afterglow-Stairs-and-Passageway.jpg';\r\nimport AfterGlow8 from '../Images/Afterglow/Afterglow-Galley.jpg';\r\nimport AfterGlow9 from '../Images/Afterglow/Afterglow-Galley-2.jpg';\r\nimport AfterGlow10 from '../Images/Afterglow/Afterglow-Galley-3.jpg';\r\nimport AfterGlow11 from '../Images/Afterglow/Afterglow-Pilothouse.jpg';\r\nimport AfterGlow12 from '../Images/Afterglow/Afterglow-Pilothouse-Dinette.jpg';\r\nimport AfterGlow13 from '../Images/Afterglow/Afterglow-Skylounge.jpg';\r\nimport AfterGlow14 from '../Images/Afterglow/Afterglow-On-Deck-Master.jpg';\r\nimport AfterGlow15 from '../Images/Afterglow/Afterglow-On-Deck-Master-2.jpg';\r\nimport AfterGlow16 from '../Images/Afterglow/Afterglow-Master-Head.jpg';\r\nimport AfterGlow17 from '../Images/Afterglow/Afterglow-Master-Head.jpg';\r\nimport AfterGlow18 from '../Images/Afterglow/Afterglow-Guest-Stateroom.jpg';\r\nimport AfterGlow19 from '../Images/Afterglow/Afterglow-Guest-Stateroom-2.jpg';\r\nimport AfterGlow20 from '../Images/Afterglow/Afterglow-Sundeck.jpg';\r\nimport AfterGlow21 from '../Images/Afterglow/Afterglow-Sundeck-2.jpg';\r\nimport AfterGlow22 from '../Images/Afterglow/Afterglow-Sun-Deck-and-Tender.jpg';\r\nimport AfterGlow23 from '../Images/Afterglow/Afterglow-Overhead-Tender.jpg';\r\nimport AfterGlow24 from '../Images/Afterglow/Afterglow-Aft-Deck-3.jpg';\r\nimport AfterGlow25 from '../Images/Afterglow/Afterglow-Engine-Room.jpg';\r\nimport AfterGlow26 from '../Images/Afterglow/Afterglow-Engine-Room-2.jpg';\r\nimport AfterGlow27 from '../Images/Afterglow/Afterglow-Engine-Room-3.jpg';\r\nimport AfterGlow28 from '../Images/Afterglow/Afterglow-Engine-Room-4.jpg';\r\nimport AfterGlow29 from '../Images/Afterglow/Afterglow-Engine-Room-5.jpg';\r\nimport AfterGlow30 from '../Images/Afterglow/Afterglow-Engine-Room-5.jpg';\r\nimport AfterGlow31 from '../Images/Afterglow/Afterglow-Bow-Overhead.jpg';\r\nimport AfterGlow32 from '../Images/Afterglow/Afterglow-Bow-Deck.jpg';\r\nimport AfterGlow33 from '../Images/Afterglow/Afterglow-Bow-Deck-Anchors.jpg';\r\nimport AfterGlow34 from '../Images/Afterglow/Afterglow-Bow-Thruster.jpg';\r\nimport AfterGlow35 from '../Images/Afterglow/Afterglow-Starboard-Side-Deck.jpg';\r\nimport AfterGlow36 from '../Images/Afterglow/Afterglow-New-Stern.jpg';\r\n\r\n\r\n//https://www.yachtcharterfleet.com/luxury-charter-yacht-46667/just-enough.htm\r\n//https://www.hmy.com/yachts-for-sale/broward-sportfish-1996-lady-jane/\r\n\r\n\r\n\r\nconst Afterglow = () => {\r\n // Filter the boatsData to include only the boat named \"Afterglow\"\r\n const afterglowBoat = boatsData.filter(boat => boat.ID === \"1\");\r\n\r\n\r\n return (\r\n \r\n
\r\n 1992 Afterglow 126' Christensen Motor Yacht for Sale\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
\r\n {/* Map over the filtered afterglowBoat array */}\r\n {afterglowBoat.map((boat, index) => (\r\n
\r\n
\r\n
\r\n
{boat.Year} {boat.BoatName} {boat.Length} {boat.Make} {boat.Type} for Sale
\r\n
${boat.Price}
\r\n\r\n
\r\n
\r\n
\r\n\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Builder:
\r\n {boat.Make}
\r\n \r\n\r\n \r\n Draft:
\r\n {boat.Draft}
\r\n \r\n\r\n\r\n\r\n \r\n Crew:
\r\n {boat.Crew}
\r\n \r\n\r\n \r\n Engine Make:
\r\n {boat.EngineMake}
\r\n \r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Built / Refit:
\r\n {boat.Refit}
\r\n \r\n\r\n \r\n Staterooms:
\r\n {boat.Staterooms}
\r\n \r\n\r\n\r\n \r\n Hull Material:
\r\n {boat.HullMaterial}
\r\n \r\n\r\n \r\n Engine Model:
\r\n {boat.EngineModel}
\r\n \r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Beam:
\r\n {boat.Beam}
\r\n \r\n\r\n\r\n \r\n Guests:
\r\n {boat.Guests}
\r\n \r\n\r\n \r\n Speed:
\r\n {boat.Speed}
\r\n \r\n\r\n \r\n Flag:
\r\n {boat.Flag}
\r\n \r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n
\r\n\r\n
{boat.Description}
\r\n
{boat.Description2}
\r\n
{boat.Description3}
\r\n
{boat.Description4}
\r\n
{boat.Description5}
\r\n
{boat.Description6}
\r\n
\r\n\r\n
\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n

\r\n\r\n
\r\n\r\n
\r\n \r\n\r\n\r\n\r\n
\r\n\r\n\r\n
\r\n\r\n
\r\n\r\n \r\n\r\n
\r\n\r\n
\r\n\r\n \r\n\r\n
\r\n\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n ))}\r\n
\r\n
\r\n )\r\n}\r\n\r\nexport default Afterglow;","import React from 'react';\r\nimport boatsData from './Yachts.json';\r\nimport { Helmet } from 'react-helmet';\r\nimport { Divider } from '@mui/material';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport YachtCarousel from './YachtCarousel';\r\nimport JustEnough1 from '../Images/JustEnough/JustEnough.jpg';\r\nimport JustEnough2 from '../Images/JustEnough/JustEnough-1.jpg';\r\nimport JustEnough3 from '../Images/JustEnough/JustEnough-2.jpg';\r\nimport JustEnough4 from '../Images/JustEnough/JustEnough-3.jpg';\r\nimport JustEnough6 from '../Images/JustEnough/JustEnough-5.jpg';\r\nimport JustEnough7 from '../Images/JustEnough/JustEnough-6.jpg';\r\nimport JustEnough8 from '../Images/JustEnough/JustEnough-7.jpg';\r\nimport JustEnough9 from '../Images/JustEnough/JustEnough-8.jpg';\r\n\r\nconst JustEnough = () => {\r\n\r\n const JustEnoughBoat = boatsData.filter(boat => boat.ID === \"2\");\r\n\r\n return (\r\n \r\n
\r\n 2012 Just Enough 141' Ares Marine Motor Yacht for Sale\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
\r\n {/* Map over the filtered afterglowBoat array */}\r\n {JustEnoughBoat.map((boat, index) => (\r\n
\r\n
\r\n
\r\n
{boat.Year} {boat.BoatName} {boat.Length} {boat.Make} {boat.Type} for Sale
\r\n
${boat.Price}
\r\n
\r\n
\r\n
\r\n\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Builder:
\r\n {boat.Make}
\r\n \r\n\r\n \r\n Draft:
\r\n {boat.Draft}
\r\n \r\n\r\n\r\n\r\n \r\n Crew:
\r\n {boat.Crew}
\r\n \r\n\r\n \r\n Engine Make:
\r\n {boat.EngineMake}
\r\n \r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Built / Refit:
\r\n {boat.Refit}
\r\n \r\n\r\n \r\n Staterooms:
\r\n {boat.Staterooms}
\r\n \r\n\r\n\r\n \r\n Hull Material:
\r\n {boat.HullMaterial}
\r\n \r\n\r\n \r\n Engine Model:
\r\n {boat.EngineModel}
\r\n \r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Beam:
\r\n {boat.Beam}
\r\n \r\n\r\n\r\n \r\n Guests:
\r\n {boat.Guests}
\r\n \r\n\r\n \r\n Speed:
\r\n {boat.Speed}
\r\n \r\n\r\n \r\n Flag:
\r\n {boat.Flag}
\r\n \r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n
\r\n\r\n
{boat.Description}
\r\n
{boat.Description2}
\r\n
{boat.Description3}
\r\n
{boat.Description4}
\r\n
{boat.Description5}
\r\n
{boat.Description6}
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n ))}\r\n
\r\n\r\n
\r\n \r\n\r\n\r\n\r\n
\r\n\r\n
\r\n\r\n \r\n\r\n
\r\n
\r\n )\r\n}\r\n\r\nexport default JustEnough","import React from 'react';\r\nimport boatsData from './Yachts.json';\r\nimport { Helmet } from 'react-helmet';\r\nimport { Divider } from '@mui/material';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\n\r\nconst GoingFission = () => {\r\n\r\n const GoingFissionBoat = boatsData.filter(boat => boat.ID === \"4\");\r\n\r\n return (\r\n \r\n
\r\n 2001 70' Going Fission Hatteras Sport Fisherman for Sale\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n
\r\n {/* Map over the filtered afterglowBoat array */}\r\n {GoingFissionBoat.map((boat, index) => (\r\n
\r\n
\r\n
\r\n
{boat.Year} {boat.BoatName} {boat.Length} {boat.Make} {boat.Type} for Sale
\r\n
${boat.Price}
\r\n
\r\n
\r\n
\r\n\r\n\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Builder:
\r\n {boat.Make}
\r\n \r\n\r\n \r\n Draft:
\r\n {boat.Draft}
\r\n \r\n\r\n\r\n\r\n \r\n Crew:
\r\n {boat.Crew}
\r\n \r\n\r\n \r\n Engine Make:
\r\n {boat.EngineMake}
\r\n \r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Built / Refit:
\r\n {boat.Refit}
\r\n \r\n\r\n \r\n Staterooms:
\r\n {boat.Staterooms}
\r\n \r\n\r\n\r\n \r\n Hull Material:
\r\n {boat.HullMaterial}
\r\n \r\n\r\n \r\n Engine Model:
\r\n {boat.EngineModel}
\r\n \r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Beam:
\r\n {boat.Beam}
\r\n \r\n\r\n\r\n \r\n Guests:
\r\n {boat.Guests}
\r\n \r\n\r\n \r\n Speed:
\r\n {boat.Speed}
\r\n \r\n\r\n \r\n Flag:
\r\n {boat.Flag}
\r\n \r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n
\r\n\r\n
{boat.Description}
\r\n
{boat.Description2}
\r\n
{boat.Description3}
\r\n
{boat.Description4}
\r\n
{boat.Description5}
\r\n
{boat.Description6}
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n ))}\r\n
\r\n\r\n
\r\n )\r\n}\r\n\r\nexport default GoingFission","import React from 'react';\r\nimport boatsData from './Yachts.json';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport YachtCarousel from './YachtCarousel';\r\nimport { Helmet } from 'react-helmet';\r\nimport { Divider } from '@mui/material';\r\nimport LadyJane1 from '../Images/LadyJane/1996LadyJane87BrowardSportfish1.webp';\r\nimport LadyJane2 from '../Images/LadyJane/1996LadyJane87BrowardSportfish2.webp';\r\nimport LadyJane3 from '../Images/LadyJane/1996LadyJane87BrowardSportfish3.webp';\r\nimport LadyJane4 from '../Images/LadyJane/1996LadyJane87BrowardSportfish4.webp';\r\nimport LadyJane5 from '../Images/LadyJane/1996LadyJane87BrowardSportfish5.webp';\r\nimport LadyJane6 from '../Images/LadyJane/1996LadyJane87BrowardSportfish6.webp';\r\nimport LadyJane7 from '../Images/LadyJane/1996LadyJane87BrowardSportfish7.webp';\r\nimport LadyJane8 from '../Images/LadyJane/1996LadyJane87BrowardSportfish8.webp';\r\nimport LadyJane9 from '../Images/LadyJane/1996LadyJane87BrowardSportfish9.webp';\r\nimport LadyJane10 from '../Images/LadyJane/1996LadyJane87BrowardSportfish10.webp';\r\nimport LadyJane11 from '../Images/LadyJane/1996LadyJane87BrowardSportfish11.webp';\r\nimport LadyJane12 from '../Images/LadyJane/1996LadyJane87BrowardSportfish12.webp';\r\nimport LadyJane14 from '../Images/LadyJane/1996LadyJane87BrowardSportfish14.webp';\r\nimport LadyJane15 from '../Images/LadyJane/1996LadyJane87BrowardSportfish15.webp';\r\nimport LadyJane16 from '../Images/LadyJane/1996LadyJane87BrowardSportfish16.webp';\r\nimport LadyJane17 from '../Images/LadyJane/1996LadyJane87BrowardSportfish17.webp';\r\nimport LadyJane18 from '../Images/LadyJane/1996LadyJane87BrowardSportfish18.webp';\r\nimport LadyJane19 from '../Images/LadyJane/1996LadyJane87BrowardSportfish19.webp';\r\nimport LadyJane20 from '../Images/LadyJane/1996LadyJane87BrowardSportfish20.webp';\r\nimport LadyJane21 from '../Images/LadyJane/1996LadyJane87BrowardSportfish21.webp';\r\nimport LadyJane22 from '../Images/LadyJane/1996LadyJane87BrowardSportfish22.webp';\r\nimport LadyJane23 from '../Images/LadyJane/1996LadyJane87BrowardSportfish23.webp';\r\nimport LadyJane24 from '../Images/LadyJane/1996LadyJane87BrowardSportfish24.webp';\r\nimport LadyJane25 from '../Images/LadyJane/1996LadyJane87BrowardSportfish25.webp';\r\nimport LadyJane26 from '../Images/LadyJane/1996LadyJane87BrowardSportfish26.webp';\r\nimport LadyJane27 from '../Images/LadyJane/1996LadyJane87BrowardSportfish27.webp';\r\nimport LadyJane28 from '../Images/LadyJane/1996LadyJane87BrowardSportfish28.webp';\r\n\r\n\r\n\r\nconst LadyJane = () => {\r\n\r\n const LadyJaneBoat = boatsData.filter(boat => boat.ID === \"3\");\r\n\r\n return (\r\n \r\n
\r\n 1996 Lady Jane 87' Broward Sportfish for Sale\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
\r\n {/* Map over the filtered afterglowBoat array */}\r\n {LadyJaneBoat.map((boat, index) => (\r\n
\r\n
\r\n
\r\n
{boat.Year} {boat.BoatName} {boat.Length} {boat.Make} {boat.Type} for Sale
\r\n
${boat.Price}
\r\n
\r\n
\r\n
\r\n\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Builder:
\r\n {boat.Make}
\r\n \r\n\r\n \r\n Draft:
\r\n {boat.Draft}
\r\n \r\n\r\n\r\n\r\n \r\n Crew:
\r\n {boat.Crew}
\r\n \r\n\r\n \r\n Engine Make:
\r\n {boat.EngineMake}
\r\n \r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Built / Refit:
\r\n {boat.Refit}
\r\n \r\n\r\n \r\n Staterooms:
\r\n {boat.Staterooms}
\r\n \r\n\r\n\r\n \r\n Hull Material:
\r\n {boat.HullMaterial}
\r\n \r\n\r\n \r\n Engine Model:
\r\n {boat.EngineModel}
\r\n \r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Beam:
\r\n {boat.Beam}
\r\n \r\n\r\n\r\n \r\n Guests:
\r\n {boat.Guests}
\r\n \r\n\r\n \r\n Speed:
\r\n {boat.Speed}
\r\n \r\n\r\n \r\n Flag:
\r\n {boat.Flag}
\r\n \r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n
\r\n\r\n
{boat.Description}
\r\n
{boat.Description2}
\r\n
{boat.Description3}
\r\n
{boat.Description4}
\r\n
{boat.Description5}
\r\n
{boat.Description6}
\r\n
\r\n\r\n\r\n
\r\n \r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n ))}\r\n
\r\n
\r\n )\r\n}\r\n\r\nexport default LadyJane","import React from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport { Link } from '@mui/material';\r\nimport { Divider } from '@mui/material';\r\nimport CompanyName from '../Component/CompanyName';\r\nimport Miniskirt01 from '../Images/Miniskirt/Miniskirt01.jpg';\r\nimport Miniskirt02 from '../Images/Miniskirt/MiniskirtEngineRoom.jpg';\r\nimport CustomHelmStations from '../Images/Miniskirt/Miniskirt-Exterior-Modifications-custom-helm-stations.jpg';\r\nimport CustomHelmStations2 from '../Images/Miniskirt/Miniskirt-Exterior-Modifications-custom-helm-stations-2.jpg';\r\nimport OldMiniskirt from '../Images/Miniskirt/Miniskirt-before-refit-3.jpg';\r\nimport NewMiniskirt from '../Images/Miniskirt/Miniskirt-main.jpg';\r\nimport MiniskirtRefit1 from '../Images/Miniskirt/Miniskirt-refit-1.jpg';\r\nimport MiniskirtRefit2 from '../Images/Miniskirt/Miniskirt-refit-2.jpg';\r\nimport MiniskirtRefit3 from '../Images/Miniskirt/Miniskirt-refit-3.jpg';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport { Helmet } from 'react-helmet';\r\n\r\nconst Miniskirt = () => {\r\n\r\n const RestorationMiniskirt = RestorationData.find(boat => boat.ID === \"1\");\r\n\r\n return (\r\n \r\n\r\n
\r\n Restored 1991 105' Miniskirt | Refit, Repair & Custom Paint\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n
\r\n\r\n {RestorationMiniskirt && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Builder:
\r\n {RestorationMiniskirt.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationMiniskirt.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationMiniskirt.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationMiniskirt.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n\r\n\r\n\r\n
\r\n
\r\n
This 1991 Ron Holland design underwent a complete refit that included replacement of the seven major systems. Further enhancements included custom metal flake paint, doubling the seating capacity of the existing cockpit and building a hard top to encompass it all. The new dual helm stations incorporated all of her new features. A reverse sheer transom door was added to allow easy access to her stern boarding and to personalize her several new exterior modifications which modernized her original look.
\r\n
Nominated by the International Super Yacht Society “Refit of the Year” award, 2011, Top 5 Finalist.
\r\n
This was an exciting complete “transformational” refit project, led by an experienced team, Persak & Wurmfeld, an engineering and naval architect company, who was intrinsically involved in the 286' Derecktor “CAKEWALK”, launched in 2010.
\r\n
, project management and refit specialists recently completed the transformation of the 105' Windship Motorsailer “CHARDONNAY” into “ MINISKIRT” which has been nominated as a finalist in the 2011 International Super Yacht Society “Refit of the Year” award, and was also featured in the May 2011 issue of Showboats International.
\r\n
With dedicated skilled craftsmen, including mechanical, plumbing, carpentry, interior refinishing, electrical, metal work and painting, has transformed dozens of yachts, including a 120' Broward Raised Pilothouse into a 140' Tri-Deck Mega Yacht.
\r\n
Having all of the benefits of a new yacht, and not the cost associated with building one, has always been a yachtsman's dream.
\r\n
By merging the latest in technology, styling, an owner's passion for restoration, the craftsmen and skills of a small mid cap marine company, the transformation of the 105' Ron Holland design, fiberglass motor sailor is the culmination of the dream!
\r\n
For starters, a complete re-conditioning of the six major systems:
\r\n
Machinery, Electrical, Plumbing, HVAC, Hydraulics and Electronics, were either replaced or completely refurbished to 100% throughout the entire vessel.
\r\n
\r\n
\r\n\r\n\r\n
\r\n
Engine room equipment was evacuated through one small opening in her upper salon (for the reconditioning and reconfiguration process to begin) and to avoid disturbing any of the structural supports or adding collateral damage to the Andrew Winch design. Air intakes, supplying the machinery spaces, were re-engineered to today's standards to include engine room fans and air conditioner chillers. Main engines, controls, transmissions (shafts, seals and bearings), generators, exhaust system, fuel delivery systems and all other components found in the engine room were replaced with new equipment. The Hundested system was totally remanufactured to factory specs and upgraded new components, where needed, thus completing the modernization of the propulsion.
\r\n
\r\n\r\n
\r\n
\r\n
Modifications to her exterior include custom helm stations, transom door with steps, enlargement of the cockpit's original seating to double its capacity, and a newly constructed hardtop covering the entire cockpit. The radar arch was removed and all of the equipment from the arch relocated and reconfigured for suitability of the new electronics. The custom anchoring system, all deck lighting and new pilot house windows complete the exterior changes and complement her profile.
\r\n
\r\n\r\n
\r\n\r\n
\r\n\r\n
All sailing gear was re-conditioned with new parts being installed as needed. All of the rod rigging and running rigging were upgraded with new components.
\r\n
The interior was removed leaving only bulkheads and attached joiner work, exposing all interior pipe work for replacement. Once the plumbing and electrical were replaced the entire interior was refinished.
\r\n
The entire teak deck was replaced and laid in a contemporary pattern which complements the beauty of the wood and adds to the exterior's new modern look.
\r\n
\r\n\r\n
\r\n\r\n
\r\n\r\n
The 105' twin screw motor sailor was the first collaboration between Ron Holland and Andrew Winch design. Originally designed for worldwide cruising and the shallows of the Bahamas, she spent many years at her original owner's home in Boca Raton, Florida where she often went cruising down the inter-coastal waterway, heading to the owner's favorite restaurants.
\r\n
Her new owner took her to the Caribbean this winter (2010) and off to the Med for the summer. His first trans-Atlantic crossing went as planned. The owner is now getting ready for his next venture..
\r\n
Ron Holland's many years of racing sailboat designs were incorporated into this hull. The volume of this yacht's interior is impressive, even by today's standards, making this a timeless design.
\r\n
\r\n\r\n
\r\n\r\n
\r\n )\r\n}\r\n\r\nexport default Miniskirt","import React from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport Testimonial from '../Images/Miniskirt/Miniskirt-Testimonial-1.jpg';\r\nimport Testimonial2 from '../Images/Miniskirt/Miniskirt-side.jpg';\r\nimport Testimonial3 from '../Images/Miniskirt/Miniskirt-Yacht-1.jpg';\r\nimport Testimonial4 from '../Images/Miniskirt/Miniskirt-Marine-Finishes.png';\r\n\r\nimport { Divider } from '@mui/material';\r\nimport CompanyName from '../Component/CompanyName';\r\nimport { Link } from '@mui/material';\r\nimport Logo from '../Images/Ares-Custom-Yachts.png';\r\n\r\nconst MiniskirtTestimonial = () => {\r\n return (\r\n \r\n
\r\n\r\n
\r\n
\r\n
Specifications
\r\n
Name
\r\n
Miniskirt
\r\n
\r\n\r\n
Type
\r\n
Sailing Boat
\r\n
\r\n
Length
\r\n
105 ft (32 m)
\r\n
\r\n
Builder
\r\n
Windship (1991)
\r\n
\r\n
Naval Architact
\r\n
Ron Holland Design
\r\n
\r\n
Interior design
\r\n
Andrew Winch Design
\r\n
\r\n
Paint
\r\n
Primer
\r\n
DuPont 18510S
\r\n
Epoxy Primer
\r\n
\r\n
Superstucture, stripes, hardtop
\r\n
Dupont Imron Ms600
\r\n
Polyurethane Topcoat
\r\n
\"Beguile White\"
\r\n
\r\n
Mast, Boom
\r\n
DuPont Imron MS600
\r\n
Polyurethane Topcoat
\r\n
“Absolute White”
\r\n
\r\n
Hull
\r\n
DuPont Imron MS100
\r\n
Polyurethane Basecoat
\r\n
“Miniskirt Titanium”
\r\n
\r\n
Helm, Boom Inscription
\r\n
DuPont Imron MS100
\r\n
Polyurethane Basecoat
\r\n
“Silver Metallic”
\r\n
\r\n
Clear Coat
\r\n
DuPont Imron MS1
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Polyurethane Clearcoat
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Refit By
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Images:
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Juerg Schreiter, Juerg Schreiter
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Photo Video, Inc.
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Ft. Lauderdale, Florida
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Copyright © 2010 DuPont.
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The DuPont Oval Design and DuPont
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are trademarks or registered
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trademarks of E.i .du Pont
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de Nemours and Company or its affiliates.
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All rights reserved.
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This custom built, composite sailing boat was the first collaborative effort between designers Ron Holland and Andrew Winch. Launched in 1981, Miniskirt was purchased in 2008 by Elias Atencio. Shortly thereafter, Miniskirt underwent many upgrades, which included enlarging the cockpit, adding a custom hardtop, adding a reverse sheer transom door, replacing the helm pedestals, and several modifications to the exterior hull.
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“I wanted to stay true to the original design while modernizing the exterior. Essential to the success of this product would be the combination of colors to accent her new contemporary line,” said Elias. The original build was finished entirely in Matterhorn White. The new paint scheme, conceived over several meetings between Elias and representatives from ARES Custom Yachts and DuPont, features two solid and two metallic colors. DuPont's extensive color capability provided Elias with the design freedom he needed to actualize his dream.
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“I'm most impressed with the consistency of the metallic colors\", said Rick Pineiro, president of ARES Custom Yachts. “typically with a project this size the metallic flake will have a tendency to mottle and the final appearance will appear
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blotchy. But with DuPont Imron the metallics were easy to float and they setup perfectly\".
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“It's amazing how many people stop to admire the finish.” Said Elias, “and they all want to know the name of the color - I just tell them it's DuPont Miniskirt Titanium”.
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DuPont Marine Finishes is a complete system of products scientifically engineered to deliver the marine industry's best appearance, performance and corrosion protection.
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www.marinefinishes.dupont.com
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1.800.GETDUPONT.
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\r\n )\r\n}\r\n\r\nexport default MiniskirtTestimonial","import React from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport AwardsData from './Awards.json';\r\nimport BestRefitIIS from '../Images/2011InternationalAwards/Best-Refi.png';\r\nimport { Divider } from '@mui/material';\r\nimport { Helmet } from 'react-helmet';\r\nimport IIS from '../Images/2011InternationalAwards/IIS.png';\r\nimport Cover from '../Images/2011InternationalAwards/ISS-Cover.jpg';\r\n\r\nconst Awards = () => {\r\n\r\n const boatID1 = AwardsData.find(boat => boat.ID === \"1\");\r\n const boatID2 = AwardsData.find(boat => boat.ID === \"2\");\r\n const boatID3 = AwardsData.find(boat => boat.ID === \"3\");\r\n const boatID4 = AwardsData.find(boat => boat.ID === \"4\");\r\n const boatID5 = AwardsData.find(boat => boat.ID === \"5\");\r\n\r\n return (\r\n \r\n
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\r\n 2011 International Awards for Design & Leadership - FINALISTS: BEST REFIT\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n
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\r\n
\r\n\r\n\r\n {boatID1 && (\r\n
\r\n
\r\n

\r\n\r\n\r\n
\r\n
\r\n
\r\n \r\n \r\n \r\n \r\n {boatID1.BoatName}
\r\n \r\n\r\n \r\n \r\n
\r\n \r\n\r\n
\r\n\r\n\r\n
\r\n \r\n\r\n\r\n \r\n\r\n\r\n\r\n \r\n LENGTH:
\r\n {boatID1.Length}\"
\r\n \r\n \r\n BUILDER:
\r\n {boatID1.Builder}
\r\n \r\n \r\n DESIGNER:
\r\n {boatID1.Designer}
\r\n \r\n \r\n INTERIOR DESIGNER:
\r\n {boatID1.InteriorDesigner}
\r\n \r\n \r\n NAVAL ARCHITECT:
\r\n {boatID1.NavalArchitect}
\r\n \r\n \r\n STYLIST:
\r\n {boatID1.Stylist}
\r\n \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n\r\n\r\n
\r\n\r\n\r\n
\r\n )}\r\n\r\n\r\n
\r\n {boatID2 && (\r\n
\r\n
\r\n \r\n \r\n \r\n \r\n {boatID2.BoatName}
\r\n \r\n\r\n \r\n \r\n
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\r\n\r\n\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n LENGTH:
\r\n {boatID2.Length}\"
\r\n \r\n \r\n BUILDER:
\r\n {boatID2.Builder}
\r\n \r\n \r\n DESIGNER:
\r\n {boatID2.Designer}
\r\n \r\n \r\n INTERIOR DESIGNER:
\r\n {boatID2.InteriorDesigner}
\r\n \r\n \r\n NAVAL ARCHITECT:
\r\n {boatID2.NavalArchitect}
\r\n \r\n \r\n STYLIST:
\r\n {boatID2.Stylist}
\r\n \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n )}\r\n {boatID3 && (\r\n
\r\n\r\n
\r\n \r\n \r\n \r\n \r\n {boatID3.BoatName}
\r\n \r\n\r\n \r\n \r\n
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\r\n\r\n\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n LENGTH:
\r\n {boatID3.Length}\"
\r\n \r\n \r\n BUILDER:
\r\n {boatID3.Builder}
\r\n \r\n \r\n DESIGNER:
\r\n {boatID3.Designer}
\r\n \r\n \r\n INTERIOR DESIGNER:
\r\n {boatID3.InteriorDesigner}
\r\n \r\n \r\n NAVAL ARCHITECT:
\r\n {boatID3.NavalArchitect}
\r\n \r\n \r\n STYLIST:
\r\n {boatID3.Stylist}
\r\n \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n\r\n\r\n
\r\n )}\r\n\r\n
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\r\n {boatID4 && (\r\n
\r\n
\r\n \r\n \r\n \r\n \r\n {boatID4.BoatName}
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\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n LENGTH:
\r\n {boatID4.Length}\"
\r\n \r\n \r\n BUILDER:
\r\n {boatID4.Builder}
\r\n \r\n \r\n DESIGNER:
\r\n {boatID4.Designer}
\r\n \r\n \r\n INTERIOR DESIGNER:
\r\n {boatID4.InteriorDesigner}
\r\n \r\n \r\n NAVAL ARCHITECT:
\r\n {boatID4.NavalArchitect}
\r\n \r\n \r\n STYLIST:
\r\n {boatID4.Stylist}
\r\n \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n )}\r\n {boatID5 && (\r\n
\r\n\r\n
\r\n \r\n \r\n \r\n \r\n {boatID5.BoatName}
\r\n \r\n\r\n \r\n \r\n
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\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n LENGTH:
\r\n {boatID5.Length}\"
\r\n \r\n \r\n BUILDER:
\r\n {boatID5.Builder}
\r\n \r\n \r\n DESIGNER:
\r\n {boatID5.Designer}
\r\n \r\n \r\n INTERIOR DESIGNER:
\r\n {boatID5.InteriorDesigner}
\r\n \r\n \r\n NAVAL ARCHITECT:
\r\n {boatID5.NavalArchitect}
\r\n \r\n \r\n STYLIST:
\r\n {boatID5.Stylist}
\r\n \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n\r\n\r\n
\r\n )}\r\n\r\n
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International Superyacht Society 2011 Awards
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2011 INTERNATIONAL SUPERYACHT DESIGN AWARDS
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FINALISTS - “BEST REFIT”
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\r\n {AwardsData && (\r\n
\r\n \r\n\r\n \r\n \r\n NAME\r\n LENGTH\r\n BUILDER/REFIT\r\n DESIGNER\r\n INT. DESIGNER\r\n NAVAL ARCH.\r\n STYLIST\r\n \r\n {AwardsData.map((boat, index) => (\r\n\r\n \r\n {boat.BoatName}\r\n {boat.Length}\r\n {boat.Builder}\r\n {boat.Designer}\r\n {boat.InteriorDesigner}\r\n {boat.NavalArchitect}\r\n {boat.Stylist}\r\n \r\n ))}\r\n \r\n
\r\n \r\n )}\r\n
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\r\n );\r\n}\r\nexport default Awards","import React from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport CompanyName from '../Component/CompanyName';\r\nimport { Link } from '@mui/material';\r\nimport { Helmet } from 'react-helmet';\r\nimport Button from '@mui/material/Button';\r\nimport { createTheme, ThemeProvider } from \"@mui/material/styles\";\r\nimport ShopIcon from '@mui/icons-material/Shop';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport YachtCarousel from '../YachtsForSale/YachtCarousel';\r\nimport JustEnough1 from '../Images/JustEnough/JustEnough.jpg';\r\nimport JustEnough2 from '../Images/JustEnough/JustEnough-1.jpg';\r\nimport JustEnough3 from '../Images/JustEnough/JustEnough-2.jpg';\r\nimport JustEnough4 from '../Images/JustEnough/JustEnough-3.jpg';\r\nimport JustEnough6 from '../Images/JustEnough/JustEnough-5.jpg';\r\nimport JustEnough7 from '../Images/JustEnough/JustEnough-6.jpg';\r\nimport JustEnough8 from '../Images/JustEnough/JustEnough-7.jpg';\r\nimport JustEnough9 from '../Images/JustEnough/JustEnough-8.jpg';\r\n\r\nconst theme = createTheme({\r\n palette: {\r\n primary: {\r\n main: \"#DB5726\",\r\n },\r\n secondary: {\r\n main: \"#1B7C88\",\r\n },\r\n },\r\n});\r\n\r\nconst JustEnough = () => {\r\n\r\n const RestorationJustEnough = RestorationData.find(boat => boat.ID === \"2\");\r\n\r\n return (\r\n \r\n
\r\n\r\n
\r\n Complete Restoration of 2012 Just Enough 141' Ares Marine Motor Yacht in Florida\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n {RestorationJustEnough && (\r\n
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\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Builder:
\r\n {RestorationJustEnough.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationJustEnough.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
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\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationJustEnough.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationJustEnough.Refit}
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\r\n Starting life as a 106 Broward Motor yacht, this vessel was torn down to the hull frames and underwent extensive yacht refurbishment. Completely redesigned, it was skillfully extended to an impressive 142 feet, showcasing the expertise of our team in yacht construction.\r\n
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\r\n Her complete yacht refit brought her up to Rina Class standards, ensuring top-notch quality and compliance. The addition of zero-speed stabilizers completed the modernization process, enhancing stability and comfort during voyages.\r\n
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\r\n Fabricating a completely new superstructure to match her new hull length was just the beginning of this remarkable transformation. In addition, a large lazarette was added to increase storage capacity, demonstrating our commitment to providing a full yacht service.\r\n
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\r\n All new machinery, hydraulics, complete electrical & plumbing systems, as well as state-of-the-art electronics, were meticulously installed, showcasing our dedication to yacht upgrades. Step on board, and you'll find yourself immersed in a brand-new interior with 5 guest cabins, each exuding luxury and comfort, showcasing our expertise in yacht restorations.\r\n
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\r\n \"Just Enough\" enjoys an excellent charter reputation, thanks to our dedication to excellence in yacht repairs and renovations. Her cruiser-style interior layout allows separation of the guest staterooms and provides ample space for social gatherings, with a large salon and aft deck area as well.\r\n
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\r\n )\r\n}\r\n\r\nexport default JustEnough","import React from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport { Helmet } from 'react-helmet';\r\n\r\nconst ReelMoney = () => {\r\n const RestorationReelMoney = RestorationData.find(boat => boat.ID === \"4\");\r\n return (\r\n \r\n
\r\n\r\n
\r\n 1989 90' Reel Money Burger Sport Fisherman | Complete Refit, Hull Modifications & Custom Paint\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n\r\n\r\n\r\n\r\n {RestorationReelMoney && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Builder:
\r\n {RestorationReelMoney.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationReelMoney.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Yeare:
\r\n {RestorationReelMoney.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationReelMoney.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n
Complete Refit and Hull Modifications of 1989 90' Reel Money Burger Sport Fisherman
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Discover the extensive refit and Hull Modifications completed on the 1989 90' Reel Money Sport Fisherman. The refit in 2004 included custom hull modifications to increase speed and reduce draft, leading to significant fuel consumption reduction.
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The yacht features custom paint and exquisite interior joinery. The main deck pilothouse and crow's nest steering station were added to modernize the original profile, creating three new observation decks. A crow's nest guest seating area was added to the helm station. This modification allowed for space to be provided for a retractable sunshade over the new flybridge settee. Two of these decks have hard overheads to enhance the look.
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Complete fairings, a new paint job, and a completely refurbished interior were also part of the extensive refit and modification process. Experience the renewed elegance and state-of-the-art amenities of this exquisite yacht restoration project today!
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\r\n )\r\n}\r\n\r\nexport default ReelMoney","import React from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport { Helmet } from 'react-helmet';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport DNatalinImage1 from '../Images/DNatalin/1979126DNatalin.jpg';\r\nimport DNatalinImage2 from '../Images/DNatalin/1979126DNatalin2.jpg';\r\nimport DNatalinImage3 from '../Images/DNatalin/1979126DNatalin3.jpg';\r\nimport DNatalinImage4 from '../Images/DNatalin/1979126DNatalin4.jpg';\r\nimport DNatalinImage5 from '../Images/DNatalin/1979126DNatalin5.jpg';\r\nimport DNatalinImage6 from '../Images/DNatalin/1979126DNatalin6.jpg';\r\nimport DNatalinImage7 from '../Images/DNatalin/1979126DNatalin7.jpg';\r\nimport DNatalinImage8 from '../Images/DNatalin/1979126DNatalin8.jpg';\r\nimport DNatalinImage9 from '../Images/DNatalin/1979126DNatalin9.jpg';\r\nimport DNatalinImage10 from '../Images/DNatalin/1979126DNatalin10.jpg';\r\nimport DNatalinImage11 from '../Images/DNatalin/1979126DNatalin11.jpg';\r\n\r\nconst DNatalin = () => {\r\n\r\n const RestorationDNatalin = RestorationData.find(boat => boat.ID === \"3\");\r\n return (\r\n \r\n
\r\n\r\n
\r\n M/Y 1979 126' D'Natalin | Yacht Restoration and Overhaul\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n\r\n {RestorationDNatalin && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Builder:
\r\n {RestorationDNatalin.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationDNatalin.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationDNatalin.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationDNatalin.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n\r\n
RESTORED TO HER ORIGINAL SPLENDOR
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She was built as a gift from Adnan Kashoggi to a Saudi Prince, the last yacht delivered by the Benetti family in 1978.
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One unusual request from the prince was to build her with no air conditioning system, only opening windows throughout.
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Careful planning led the way to a complete overhaul and upgrades to her switchboard and sub-panels. Modifying a small engine room to accommodate an entire HVAC system was the subsequent step in line.
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Next, was the running of pipe work for the chilled water loops without sacrificing the interior joinery work.
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A previous fire had left the galley area with a “quick fix” white mica galley, where once was impressive joinery work. A companion-way that led to the galley with three large freezers were completely gutted and remanufactured. Her galley was brought back to match the original joinery work found throughout the rest of the vessel.
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The interior joinery work was repaired, and all signs of deterioration from window leaks and sun damage throughout D'Natalin were restored to her former magnificence.
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After all woodwork was completed, her interior was refinished, including all of the furnishings.
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Below decks, all tank tops were exposed for recoating. All of the struts were dropped and re-aligned to leave her vibration-free.
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All of D'Natalin's exterior overheads were welded as needed. Corrosion was eliminated from all of her exterior surfaces.
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Her hardware was removed and all surfaces re-finished. The details involved in the restoration of D'Natalin would be an endless story, but to say the least, thirty years after her first commissioning, she is afloat and her owner is enjoying the same privileges as do the owners of much larger yachts.
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D'Natalin glows with rich mahogany and polished brass, vast windows that open to fresh sea air and fine Italian marble. She has 5 luxurious en-suite staterooms.
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D'Natalin's pictures do not truly reflect the attention to detail that the owner has bestowed upon her. All of the soft goods and wall fabrics have been replaced, not to change her look, but to restore her to her original splendor as built.
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1979 126' D'Natalin Motor Yacht | Before refit
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\r\n )\r\n}\r\n\r\nexport default DNatalin","import React, { useState } from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport CompanyName from '../Component/CompanyName';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport Accordion from '@mui/material/Accordion';\r\nimport AccordionSummary from '@mui/material/AccordionSummary';\r\nimport AccordionDetails from '@mui/material/AccordionDetails';\r\nimport ArrowDownwardIcon from '@mui/icons-material/ArrowDownward';\r\nimport { Helmet } from 'react-helmet';\r\nimport Otam1 from '../Images/Otam/198945Otam1.jpg';\r\nimport Otam2 from '../Images/Otam/198945Otam2.jpg';\r\nimport Otam3 from '../Images/Otam/198945Otam3.jpg';\r\nimport Otam4 from '../Images/Otam/198945Otam4.jpg';\r\nimport Otam5 from '../Images/Otam/198945Otam5.jpg';\r\nimport Otam6 from '../Images/Otam/198945Otam6.jpg';\r\nimport Otam7 from '../Images/Otam/198945Otam7.jpg';\r\nimport Otam8 from '../Images/Otam/198945Otam8.jpg';\r\nimport Otam9 from '../Images/Otam/198945Otam9.jpg';\r\nimport Otam10 from '../Images/Otam/198945Otam10.jpg';\r\nimport Otam11 from '../Images/Otam/198945Otam11.jpg';\r\nimport Otam12 from '../Images/Otam/198945Otam12.jpg';\r\nimport Otam13 from '../Images/Otam/198945Otam13.jpg';\r\nimport Otam14 from '../Images/Otam/198945Otam14.jpg';\r\nimport Otam15 from '../Images/Otam/198945Otam15.jpg';\r\nimport Otam17 from '../Images/Otam/198945Otam17.jpg';\r\nimport Otam18 from '../Images/Otam/198945Otam18.jpg';\r\nimport Otam19 from '../Images/Otam/198945Otam19.jpg';\r\nimport Otam20 from '../Images/Otam/198945Otam20.jpg';\r\nimport Otam21 from '../Images/Otam/198945Otam21.jpg';\r\nimport Otam22 from '../Images/Otam/198945Otam22.jpg';\r\nimport Otam23 from '../Images/Otam/198945Otam23.jpg';\r\nimport Otam24 from '../Images/Otam/198945Otam24.jpg';\r\nimport Otam25 from '../Images/Otam/198945Otam25.jpg';\r\nimport Otam26 from '../Images/Otam/198945Otam26.jpg';\r\nimport Otam27 from '../Images/Otam/198945Otam27.jpg';\r\nimport Otam28 from '../Images/Otam/198945Otam28.jpg';\r\nimport Otam29 from '../Images/Otam/198945Otam29.jpg';\r\nimport Otam30 from '../Images/Otam/198945Otam30.jpg';\r\n\r\nconst Otam = () => {\r\n\r\n const RestorationOtam = RestorationData.find(boat => boat.ID === \"5\");\r\n\r\n const [expanded, setExpanded] = useState(null);\r\n\r\n const handleChange = (panel) => (event, isExpanded) => {\r\n setExpanded(isExpanded ? panel : null);\r\n };\r\n\r\n\r\n return (\r\n \r\n\r\n
\r\n M/Y 1989 45' Otam Restoration\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n
\r\n\r\n\r\n\r\n {RestorationOtam && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n {/* Add TableRow with a line after each row */}\r\n \r\n Builder:
\r\n {RestorationOtam.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationOtam.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationOtam.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationOtam.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n\r\n
Discover the transformative work carried out by on this 1989 Otam, a 45' yacht that underwent a significant restoration and refit in 2013.
\r\n
RESTYLING and REFIT: breathed new life into this classic yacht with a comprehensive restyling and refit. They meticulously addressed the imperfections in the hullside, identifying and repairing distortions highlighted by orange spots above the stripes. The result is a sleeker, more refined exterior that retains its original charm.
\r\n
INTERIOR and EXTERIOR: The interior and exterior of the yacht have been rejuvenated to meet modern standards of luxury and comfort. undertook extensive joiner work, enhancing the yacht interiors with exquisite craftsmanship and attention to detail. Simultaneously, the exterior received a fresh look, with sandblasting revealing the pristine gelcoat underneath.
\r\n
Yacht Interiors: The cockpit and interior underwent a thorough dismantling, allowing for a complete overhaul. transformed the spaces, optimizing the layout and integrating contemporary design elements while preserving the yacht's classic character.
\r\n
Yacht Engine Overhauls: The yacht's performance was significantly improved through engine overhauls. dismantled the starboard engine, removing the transmission and initiating a comprehensive breakdown of the hydraulic system. All hardware was removed, and fiberglass repairs were completed to ensure optimal functioning.
\r\n
In addition to these key enhancements, addressed previous repair issues that had trapped water, ensuring the yacht's longevity and reliability. They also prepared the engine room for painting, creating a clean and organized space that reflects the yacht's renewed vitality.
\r\n
Experience the seamless blend of tradition and innovation with this meticulously restored and refitted 1989 Otam by .
\r\n\r\n
\r\n
\r\n }\r\n aria-controls=\"panel1-content\"\r\n id=\"panel1-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Custom Paint
\r\n \r\n \r\n\r\n \r\n
\r\n
\r\n
An old repair trapped water behind it and needs to be fixed
\r\n\r\n
\r\n
\r\n
\r\n
Blueprinting hullside, to identify imperfections, orange spots above stripes are the hull distortions to be repaired
\r\n\r\n
\r\n
\r\n\r\n \r\n
\r\n
\r\n
Sandblasting complete, exposing gelcoat
\r\n\r\n
\r\n
\r\n
\r\n
Blueprinting process being performed
\r\n\r\n
\r\n
\r\n\r\n \r\n
\r\n
\r\n
All hardware being removed, all fiberglass repairs completed
\r\n\r\n
\r\n
\r\n
\r\n
Dismantling steering, trim and drive systems to initiate overhaul of systems
\r\n\r\n
\r\n
\r\n \r\n \r\n
\r\n\r\n
\r\n
\r\n }\r\n aria-controls=\"panel2-content\"\r\n id=\"panel2-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Mechanical capabilities
\r\n \r\n \r\n\r\n \r\n
\r\n
\r\n
Cockpit and interior dismantling in progress (SP)
\r\n\r\n
\r\n
\r\n
\r\n
Breakdown of starboard engine completed
\r\n\r\n
\r\n
\r\n\r\n\r\n \r\n
\r\n
\r\n
Dismanteling starboard engine and removing transmission
\r\n\r\n\r\n
\r\n
\r\n
\r\n\r\n \r\n\r\n \r\n
\r\n
\r\n
\r\n
Prepare engine room for painting (SP)
\r\n\r\n\r\n
\r\n
\r\n\r\n \r\n\r\n \r\n\r\n \r\n
\r\n
\r\n
\r\n
Hydraulic system breakdown
\r\n\r\n\r\n
\r\n
\r\n\r\n \r\n \r\n
\r\n\r\n
\r\n
\r\n }\r\n aria-controls=\"panel3-content\"\r\n id=\"panel3-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Electrical services
\r\n \r\n \r\n \r\n\r\n\r\n\r\n \r\n \r\n
\r\n\r\n
\r\n
\r\n }\r\n aria-controls=\"panel4-content\"\r\n id=\"panel4-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Interiors
\r\n \r\n \r\n\r\n \r\n\r\n \r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n }\r\n aria-controls=\"panel5-content\"\r\n id=\"panel5-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Exterior
\r\n \r\n \r\n \r\n

\r\n
\r\n\r\n \r\n\r\n\r\n\r\n \r\n\r\n \r\n \r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n )\r\n}\r\n\r\nexport default Otam","import React from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\n\r\nfunction Magnum() {\r\n\r\n const RestorationMagnum = RestorationData.find(boat => boat.ID === \"6\");\r\n\r\n return (\r\n \r\n
\r\n\r\n\r\n\r\n\r\n {RestorationMagnum && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Builder:
\r\n {RestorationMagnum.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationMagnum.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationMagnum.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationMagnum.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n\r\n
\r\n )\r\n}\r\n\r\nexport default Magnum","import React, { useState } from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport { Helmet } from 'react-helmet';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport Accordion from '@mui/material/Accordion';\r\nimport AccordionSummary from '@mui/material/AccordionSummary';\r\nimport AccordionDetails from '@mui/material/AccordionDetails';\r\nimport ArrowDownwardIcon from '@mui/icons-material/ArrowDownward';\r\nimport VirginiaSea1 from '../Images/VirginiaSea/VirginiaSea1.jpg';\r\nimport VirginiaSea2 from '../Images/VirginiaSea/VirginiaSea2.jpg';\r\nimport VirginiaSea3 from '../Images/VirginiaSea/VirginiaSea3.jpg';\r\nimport VirginiaSea4 from '../Images/VirginiaSea/VirginiaSea4.jpg';\r\nimport VirginiaSea5 from '../Images/VirginiaSea/VirginiaSea5.jpg';\r\nimport VirginiaSea6 from '../Images/VirginiaSea/VirginiaSea6.jpg';\r\nimport VirginiaSea7 from '../Images/VirginiaSea/VirginiaSea7.jpg';\r\nimport VirginiaSea8 from '../Images/VirginiaSea/VirginiaSea8.jpg';\r\nimport VirginiaSea9 from '../Images/VirginiaSea/VirginiaSea9.jpg';\r\nimport VirginiaSea10 from '../Images/VirginiaSea/VirginiaSea10.jpg';\r\nimport VirginiaSea11 from '../Images/VirginiaSea/VirginiaSea11.jpg';\r\nimport VirginiaSea12 from '../Images/VirginiaSea/VirginiaSea12.jpg';\r\nimport VirginiaSea13 from '../Images/VirginiaSea/VirginiaSea13.jpg';\r\nimport VirginiaSea14 from '../Images/VirginiaSea/VirginiaSea14.jpg';\r\nimport VirginiaSea15 from '../Images/VirginiaSea/VirginiaSea15.jpg';\r\nimport VirginiaSea16 from '../Images/VirginiaSea/VirginiaSea16.jpg';\r\nimport VirginiaSea17 from '../Images/VirginiaSea/VirginiaSea17.jpg';\r\nimport VirginiaSea18 from '../Images/VirginiaSea/VirginiaSea18.jpg';\r\nimport VirginiaSea19 from '../Images/VirginiaSea/VirginiaSea19.jpg';\r\nimport VirginiaSea20 from '../Images/VirginiaSea/VirginiaSea20.jpg';\r\nimport VirginiaSea21 from '../Images/VirginiaSea/VirginiaSea21.jpg';\r\nimport VirginiaSea22 from '../Images/VirginiaSea/VirginiaSea22.jpg';\r\nimport VirginiaSea23 from '../Images/VirginiaSea/VirginiaSea23.jpg';\r\nimport VirginiaSea24 from '../Images/VirginiaSea/VirginiaSea24.jpg';\r\nimport VirginiaSea25 from '../Images/VirginiaSea/VirginiaSea25.jpg';\r\nimport VirginiaSea26 from '../Images/VirginiaSea/VirginiaSea26.jpg';\r\nimport VirginiaSea27 from '../Images/VirginiaSea/VirginiaSea27.jpg';\r\nimport VirginiaSea28 from '../Images/VirginiaSea/VirginiaSea28.jpg';\r\nimport VirginiaSea29 from '../Images/VirginiaSea/VirginiaSea29.jpg';\r\nimport VirginiaSea30 from '../Images/VirginiaSea/VirginiaSea30.jpg';\r\n\r\n\r\nconst VirginiaSea = () => {\r\n\r\n const RestorationVirginiaSea = RestorationData.find(boat => boat.ID === \"7\");\r\n\r\n const [expanded, setExpanded] = useState(null);\r\n\r\n const handleChange = (panel) => (event, isExpanded) => {\r\n setExpanded(isExpanded ? panel : null);\r\n };\r\n\r\n return (\r\n \r\n
\r\n
\r\n
\r\n 2005 84' Virginia Sea Restoration\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
\r\n {RestorationVirginiaSea && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Builder:
\r\n {RestorationVirginiaSea.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationVirginiaSea.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationVirginiaSea.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationVirginiaSea.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n\r\n {/* Exterior */}\r\n
\r\n
\r\n }\r\n aria-controls=\"panel1-content\"\r\n id=\"panel1-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Exterior
\r\n \r\n \r\n \r\n Aft Deck
\r\n\r\n \r\n Aft Deck
\r\n\r\n \r\n Aft Deck
\r\n\r\n \r\n Aft Deck
\r\n\r\n \r\n Port Passageway
\r\n\r\n \r\n Foredeck Sun Lounge
\r\n\r\n \r\n Foredeck Sun Lounge
\r\n\r\n \r\n Tender garage
\r\n\r\n \r\n {RestorationVirginiaSea.Year} {RestorationVirginiaSea.BoatName} {RestorationVirginiaSea.Length} {RestorationVirginiaSea.Make} {RestorationVirginiaSea.Type}
\r\n\r\n \r\n {RestorationVirginiaSea.Year} {RestorationVirginiaSea.BoatName} {RestorationVirginiaSea.Length} {RestorationVirginiaSea.Make} {RestorationVirginiaSea.Type}
\r\n\r\n\r\n \r\n \r\n
\r\n\r\n\r\n {/* Interiors */}\r\n
\r\n
\r\n }\r\n aria-controls=\"panel2-content\"\r\n id=\"panel2-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Interiors
\r\n \r\n \r\n\r\n \r\n Main Deck Salon
\r\n\r\n \r\n Main Deck Salon
\r\n\r\n \r\n Main Deck Salon/Bar
\r\n\r\n \r\n Main Deck Salon/Sunroof Closed
\r\n\r\n \r\n Main Deck Salon/Sunroof Open
\r\n\r\n \r\n Helm Station
\r\n\r\n \r\n Helm Station
\r\n\r\n \r\n Lower Salon
\r\n\r\n \r\n Lower Salon
\r\n\r\n \r\n Galley
\r\n\r\n \r\n Galley
\r\n\r\n \r\n
\r\n
\r\n
Lower Deck Companionway
\r\n
\r\n
\r\n
\r\n\r\n\r\n \r\n Master Stateroom
\r\n\r\n \r\n Master Stateroom
\r\n\r\n\r\n \r\n
\r\n
\r\n
Master Head
\r\n
\r\n
\r\n
\r\n
Port Guest Head
\r\n
\r\n
\r\n\r\n \r\n \r\n
\r\n\r\n\r\n {/* Engine Room */}\r\n
\r\n
\r\n }\r\n aria-controls=\"panel3-content\"\r\n id=\"panel3-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Engine Room
\r\n \r\n \r\n\r\n\r\n \r\n Engine Room
\r\n\r\n \r\n Engine Room
\r\n\r\n \r\n Engine Room
\r\n\r\n\r\n\r\n \r\n \r\n
\r\n
\r\n )\r\n}\r\n\r\nexport default VirginiaSea","import React, { useState } from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport { Helmet } from 'react-helmet';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport Accordion from '@mui/material/Accordion';\r\nimport AccordionSummary from '@mui/material/AccordionSummary';\r\nimport AccordionDetails from '@mui/material/AccordionDetails';\r\nimport ArrowDownwardIcon from '@mui/icons-material/ArrowDownward';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport Octopussy1 from '../Images/Octopussy/Octopussy1.jpg';\r\nimport Octopussy2 from '../Images/Octopussy/Octopussy2.jpg';\r\nimport Octopussy3 from '../Images/Octopussy/Octopussy3.jpg';\r\nimport Octopussy4 from '../Images/Octopussy/Octopussy4.jpg';\r\nimport Octopussy5 from '../Images/Octopussy/Octopussy5.jpg';\r\nimport Octopussy6 from '../Images/Octopussy/Octopussy6.jpg';\r\nimport Octopussy7 from '../Images/Octopussy/Octopussy7.jpg';\r\nimport Octopussy8 from '../Images/Octopussy/Octopussy8.jpg';\r\nimport Octopussy9 from '../Images/Octopussy/Octopussy9.jpg';\r\nimport Octopussy10 from '../Images/Octopussy/Octopussy10.jpg';\r\nimport Octopussy11 from '../Images/Octopussy/Octopussy11.jpg';\r\nimport Octopussy12 from '../Images/Octopussy/Octopussy12.jpg';\r\nimport Octopussy13 from '../Images/Octopussy/Octopussy13.jpg';\r\nimport Octopussy14 from '../Images/Octopussy/Octopussy14.jpg';\r\nimport Octopussy15 from '../Images/Octopussy/Octopussy15.jpg';\r\nimport Octopussy16 from '../Images/Octopussy/Octopussy16.jpg';\r\nimport Octopussy17 from '../Images/Octopussy/Octopussy17.jpg';\r\nimport Octopussy18 from '../Images/Octopussy/Octopussy18.jpg';\r\nimport Octopussy19 from '../Images/Octopussy/Octopussy19.jpg';\r\nimport Octopussy20 from '../Images/Octopussy/Octopussy20.jpg';\r\nimport Octopussy21 from '../Images/Octopussy/Octopussy21.jpg';\r\nimport Octopussy22 from '../Images/Octopussy/Octopussy22.jpg';\r\nimport Octopussy23 from '../Images/Octopussy/Octopussy23.jpg';\r\nimport Octopussy24 from '../Images/Octopussy/Octopussy24.jpg';\r\n\r\nconst Octopussy = () => {\r\n\r\n const RestorationOctopussy = RestorationData.find(boat => boat.ID === \"8\");\r\n\r\n const [expanded, setExpanded] = useState(null);\r\n\r\n const handleChange = (panel) => (event, isExpanded) => {\r\n setExpanded(isExpanded ? panel : null);\r\n };\r\n\r\n return (\r\n \r\n
\r\n\r\n
\r\n 1988 143' Octopussy Motor Yacht | Restoration, Yacht Repairs, Custom Paint\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n {RestorationOctopussy && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Builder:
\r\n {RestorationOctopussy.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationOctopussy.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationOctopussy.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationOctopussy.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n\r\n
\r\n\r\n {/* Exterior */}\r\n
\r\n
\r\n }\r\n aria-controls=\"panel1-content\"\r\n id=\"panel1-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Exterior
\r\n \r\n \r\n\r\n \r\n New Running
\r\n\r\n \r\n At Anchor
\r\n\r\n \r\n New Running
\r\n\r\n \r\n AFT Deck
\r\n\r\n \r\n AFT Dining
\r\n\r\n \r\n AFT Dining Detail
\r\n\r\n \r\n Sundeck Sunpad
\r\n\r\n \r\n Sundeck Jacuzzi
\r\n\r\n \r\n Sundeck Seating
\r\n\r\n \r\n Bridge Deck Dining
\r\n\r\n \r\n Bridge Deck Seating
\r\n\r\n \r\n Bridge Deck Seating
\r\n\r\n \r\n
\r\n\r\n \r\n Stern
\r\n\r\n \r\n \r\n
\r\n\r\n\r\n {/* Interiors */}\r\n
\r\n
\r\n }\r\n aria-controls=\"panel2-content\"\r\n id=\"panel2-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Interiors
\r\n \r\n \r\n \r\n Master Stateroom
\r\n\r\n \r\n VIP Stateroom
\r\n\r\n \r\n Guest Stateroom
\r\n\r\n \r\n Main Salon
\r\n\r\n \r\n Lounge
\r\n\r\n \r\n Main Bar
\r\n\r\n \r\n Main Deck Dining
\r\n\r\n \r\n Main Salon TV
\r\n\r\n \r\n Bridge Deck Salon
\r\n\r\n \r\n Pilothouse
\r\n\r\n\r\n \r\n \r\n
\r\n\r\n\r\n {/* Engine Room */}\r\n
\r\n
\r\n }\r\n aria-controls=\"panel3-content\"\r\n id=\"panel3-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Engine Room
\r\n \r\n \r\n\r\n\r\n\r\n {/* \r\n Engine Room
*/}\r\n\r\n\r\n \r\n \r\n
\r\n\r\n
\r\n )\r\n}\r\n\r\nexport default Octopussy","import React, { useState } from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport { Helmet } from 'react-helmet';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport Accordion from '@mui/material/Accordion';\r\nimport AccordionSummary from '@mui/material/AccordionSummary';\r\nimport AccordionDetails from '@mui/material/AccordionDetails';\r\nimport ArrowDownwardIcon from '@mui/icons-material/ArrowDownward';\r\nimport BreadKanter1 from '../Images/Bread/BreadKanter1.jpg';\r\nimport BreadKanter2 from '../Images/Bread/BreadKanter2.jpg';\r\nimport BreadKanter3 from '../Images/Bread/BreadKanter3.jpg';\r\nimport BreadKanter4 from '../Images/Bread/BreadKanter4.jpg';\r\nimport BreadKanter5 from '../Images/Bread/BreadKanter5.jpg';\r\nimport BreadKanter6 from '../Images/Bread/BreadKanter6.jpg';\r\nimport BreadKanter7 from '../Images/Bread/BreadKanter7.jpg';\r\nimport BreadKanter8 from '../Images/Bread/BreadKanter8.jpg';\r\nimport BreadKanter9 from '../Images/Bread/BreadKanter9.jpg';\r\nimport BreadKanter10 from '../Images/Bread/BreadKanter10.jpg';\r\nimport BreadKanter11 from '../Images/Bread/BreadKanter11.jpg';\r\nimport BreadKanter12 from '../Images/Bread/BreadKanter12.jpg';\r\nimport BreadKanter13 from '../Images/Bread/BreadKanter13.jpg';\r\nimport BreadKanter14 from '../Images/Bread/BreadKanter14.jpg';\r\nimport BreadKanter15 from '../Images/Bread/BreadKanter15.jpg';\r\nimport BreadKanter16 from '../Images/Bread/BreadKanter16.jpg';\r\nimport BreadKanter17 from '../Images/Bread/BreadKanter17.jpg';\r\nimport BreadKanter18 from '../Images/Bread/BreadKanter18.jpg';\r\nimport BreadKanter19 from '../Images/Bread/BreadKanter19.jpg';\r\nimport BreadKanter20 from '../Images/Bread/BreadKanter20.jpg';\r\nimport BreadKanter21 from '../Images/Bread/BreadKanter21.jpg';\r\nimport BreadKanter22 from '../Images/Bread/BreadKanter22.jpg';\r\nimport BreadKanter23 from '../Images/Bread/BreadKanter23.jpg';\r\nimport BreadKanter24 from '../Images/Bread/BreadKanter24.jpg';\r\nimport BreadKanter25 from '../Images/Bread/BreadKanter25.jpg';\r\nimport BreadKanter26 from '../Images/Bread/BreadKanter26.jpg';\r\nimport BreadKanter27 from '../Images/Bread/BreadKanter27.jpg';\r\nimport BreadKanter28 from '../Images/Bread/BreadKanter28.jpg';\r\nimport BreadKanter29 from '../Images/Bread/BreadKanter29.jpg';\r\nimport BreadKanter30 from '../Images/Bread/BreadKanter30.jpg';\r\nimport BreadKanter31 from '../Images/Bread/BreadKanter31.jpg';\r\nimport BreadKanter32 from '../Images/Bread/BreadKanter32.jpg';\r\n\r\nconst Bread = () => {\r\n\r\n const RestorationBread = RestorationData.find(boat => boat.ID === \"11\");\r\n\r\n const [expanded, setExpanded] = useState(null);\r\n\r\n const handleChange = (panel) => (event, isExpanded) => {\r\n setExpanded(isExpanded ? panel : null);\r\n };\r\n\r\n return (\r\n \r\n
\r\n
\r\n 2007 137' Bread Kanter Motor Yacht Restoration\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n {RestorationBread && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Builder:
\r\n {RestorationBread.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationBread.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationBread.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationBread.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n\r\n
\r\n\r\n
Originally launched in 2007, 'Bread' emerges as a timeless testament to classic maritime elegance. This 120' canoe stern motoryacht was meticulously restored to its former glory, with a comprehensive refurbishment completed in 2012. Spearheaded by a collaborative effort between Kanter Yachts in Ontario, Rolly Marine in Fort Lauderdale, FL, and Rybovich Shipyard in West Palm Beach, FL, every aspect of 'Bread' received meticulous attention.
\r\n
The restoration encompassed a complete overhaul of its engines, major mechanical components, driveline, and quad fin Naiad Zero Speed Stabilizers. Both the interior and exterior woodwork were painstakingly crafted to exacting standards, ensuring a seamless fusion of modern luxury and nostalgic charm. Careful consideration was given to preserving its original naval planning and architecture, resulting in a vessel that exudes timeless sophistication.
\r\n
Today, 'Bread' stands as a masterpiece of maritime craftsmanship, offering a richly appointed sanctuary for discerning owners and guests. With its spacious layout and impeccable attention to detail, this yacht is perfectly suited for entertaining large parties and comfortably accommodating up to 8 guests.
\r\n
'Bread' is more than a yacht; it's a symbol of refined elegance and unwavering attention to detail. Whether gracing the waters of bustling marinas or commanding attention on open seas, 'Bread' epitomizes luxury and prestige, making it a standout presence in any nautical setting worldwide.
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n {/* Exterior */}\r\n
\r\n
\r\n }\r\n aria-controls=\"panel1-content\"\r\n id=\"panel1-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Exterior
\r\n \r\n \r\n\r\n \r\n New Running
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n\r\n \r\n \r\n
\r\n\r\n\r\n {/* Interiors */}\r\n
\r\n
\r\n }\r\n aria-controls=\"panel2-content\"\r\n id=\"panel2-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Interiors
\r\n \r\n \r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n \r\n
\r\n\r\n\r\n \r\n \r\n
\r\n\r\n\r\n {/* Engine Room */}\r\n
\r\n
\r\n }\r\n aria-controls=\"panel3-content\"\r\n id=\"panel3-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Engine Room
\r\n \r\n \r\n\r\n \r\n Engine Room
\r\n\r\n \r\n Engine Room
\r\n\r\n\r\n \r\n \r\n
\r\n\r\n\r\n\r\n
\r\n )\r\n}\r\n\r\nexport default Bread","import React from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\n\r\nconst Yes = () => {\r\n\r\n const RestorationYes = RestorationData.find(boat => boat.ID === \"10\");\r\n\r\n return (\r\n \r\n
\r\n\r\n\r\n {RestorationYes && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Builder:
\r\n {RestorationYes.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationYes.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationYes.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationYes.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n
\r\n )\r\n}\r\n\r\nexport default Yes","import React from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\n\r\nconst SeaDiamond = () => {\r\n\r\n const RestorationSeaDiamond = RestorationData.find(boat => boat.ID === \"12\");\r\n\r\n return (\r\n \r\n
\r\n\r\n\r\n\r\n {RestorationSeaDiamond && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Builder:
\r\n {RestorationSeaDiamond.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationSeaDiamond.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationSeaDiamond.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationSeaDiamond.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n
\r\n )\r\n}\r\n\r\nexport default SeaDiamond","import React from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\n\r\nconst TheProgram = () => {\r\n\r\n const RestorationTheProgram = RestorationData.find(boat => boat.ID === \"13\");\r\n\r\n return (\r\n \r\n
\r\n\r\n\r\n\r\n {RestorationTheProgram && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Builder:
\r\n {RestorationTheProgram.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationTheProgram.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationTheProgram.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationTheProgram.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n
\r\n )\r\n}\r\n\r\nexport default TheProgram","import React, { useState } from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport { Helmet } from 'react-helmet';\r\nimport Accordion from '@mui/material/Accordion';\r\nimport AccordionSummary from '@mui/material/AccordionSummary';\r\nimport AccordionDetails from '@mui/material/AccordionDetails';\r\nimport ArrowDownwardIcon from '@mui/icons-material/ArrowDownward';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport FourAcescockpit1 from '../Images/4Aces/2012524Aces-cockpit.jpg';\r\nimport FourAcescockpit2 from '../Images/4Aces/2012524Aces-cockpit-2.jpg';\r\nimport FourAces3 from '../Images/4Aces/2012524Aces-3.jpg';\r\nimport FourAces4 from '../Images/4Aces/2012524Aces-4.jpg';\r\nimport FourAcesCustomPaint1 from '../Images/4Aces/2012524Aces-CustomPaint-1.jpg';\r\nimport FourAcesCustomPaint2 from '../Images/4Aces/2012524Aces-CustomPaint-2.jpg';\r\nimport FourAcesCustomPaint3 from '../Images/4Aces/2012524Aces-CustomPaint-3.jpg';\r\nimport FourAcesCustomPaint4 from '../Images/4Aces/2012524Aces-CustomPaint-4.jpg';\r\nimport FourAcesCustomPaint5 from '../Images/4Aces/2012524Aces-CustomPaint-5.jpg';\r\nimport FourAcesCustomPaint6 from '../Images/4Aces/2012524Aces-CustomPaint-6.jpg';\r\nimport FourAcesCustomPaint7 from '../Images/4Aces/2012524Aces-CustomPaint-7.jpg';\r\nimport FourAcesCustomPaint8 from '../Images/4Aces/2012524Aces-CustomPaint-8.jpg';\r\nimport FourAcesCustomPaint9 from '../Images/4Aces/2012524Aces-CustomPaint-9.jpg';\r\nimport FourAcesCustomPaint10 from '../Images/4Aces/2012524Aces-CustomPaint-10.jpg';\r\nimport FourAcesCustomPaint11 from '../Images/4Aces/2012524Aces-CustomPaint-11.jpg';\r\nimport FourAcesCustomPaint12 from '../Images/4Aces/2012524Aces-CustomPaint-12.jpg';\r\nimport CompanyName from '../Component/CompanyName';\r\n\r\nconst FourAces = () => {\r\n\r\n const RestorationFourAces = RestorationData.find(boat => boat.ID === \"14\");\r\n\r\n const [expanded, setExpanded] = useState(null);\r\n\r\n const handleChange = (panel) => (event, isExpanded) => {\r\n setExpanded(isExpanded ? panel : null);\r\n };\r\n\r\n return (\r\n \r\n
\r\n
\r\n 2012 52' 4 Aces Viking Custom Yacht Painting\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n {RestorationFourAces && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Builder:
\r\n {RestorationFourAces.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationFourAces.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationFourAces.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationFourAces.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n
\r\n
Experience the epitome of luxury and elegance with the custom paintwork by on the 2012 52' 4 Aces Viking. This yacht showcases a flawless finish that mirrors the beauty of its surroundings, setting new standards in yacht painting.
\r\n
Custom Interiors Paint
\r\n
The interiors of the 4 Aces Viking have been transformed with our custom interiors paint, creating a harmonious blend of style and sophistication. Our team at Yacht Painting Services has meticulously chosen marine paint that enhances the yacht's interior ambiance, ensuring a welcoming and luxurious atmosphere for all on board.
\r\n
Custom Exterior Paint
\r\n
The exterior of the 4 Aces Viking is a true masterpiece, reflecting our expertise in yacht paint and marine coatings. The custom exterior paintwork is characterized by its impeccable finish, capturing attention with its mirror-like reflection. From hull painting to topside painting and superstructure painting, each detail has been executed with precision and care.
\r\n
For those in search of the best marine paint for yachts, Marine Paint Products offer unparalleled quality and durability. Our eco-friendly yacht paint options not only provide a stunning finish but also prioritize environmental sustainability, making them an ideal choice for conscientious yacht owners.
\r\n
In Florida, Yacht Painting Services is recognized as a leader among marine painters in the USA. Our expertise in yacht painting Florida has earned us a reputation for excellence, making us the preferred partner for yacht owners seeking professional yacht painting services and premium marine paint products.
\r\n
Choosing the right yacht paint is essential for preserving the beauty and value of your vessel. With Marine Paint Products, you can trust in our commitment to excellence, delivering professional yacht painting services that exceed expectations.
\r\n
Whether you're considering a DIY yacht painting project or opting for professional marine painting services, understanding the benefits of professional marine painting can help you make an informed decision. Our comprehensive services, from surface preparation to gelcoat repair and antifouling paint application, ensure a flawless and long-lasting finish.
\r\n
In conclusion, the custom paintwork on the 2012 52' 4 Aces Viking by is a true masterpiece that combines aesthetic appeal, durability, and environmental responsibility. With our unique design, eco-friendly marine paint, and expert craftsmanship, the 4 Aces Viking stands as a symbol of luxury and sophistication on the water.
\r\n
\r\n\r\n
\r\n
\r\n }\r\n aria-controls=\"panel1-content\"\r\n id=\"panel1-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Interiors Custom Paint
\r\n \r\n \r\n \r\n\r\n \r\n\r\n \r\n \r\n
\r\n\r\n
\r\n
\r\n }\r\n aria-controls=\"panel2-content\"\r\n id=\"panel2-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Exteriors Custom Paint
\r\n \r\n \r\n \r\n\r\n\r\n \r\n\r\n \r\n\r\n \r\n\r\n\r\n\r\n \r\n\r\n \r\n \r\n
\r\n\r\n
\r\n
\r\n }\r\n aria-controls=\"panel3-content\"\r\n id=\"panel3-header\"\r\n style={{ color: '#104895' }}\r\n\r\n >\r\n Boat Launching
\r\n \r\n \r\n \r\n
\r\n
\r\n
A hydraulic boat lift in action
\r\n
\r\n
\r\n
\r\n
The boat is positioned above the water surface
\r\n
\r\n
\r\n\r\n \r\n \r\n
\r\n\r\n\r\n
\r\n )\r\n}\r\n\r\nexport default FourAces","import React, { useState } from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport { Helmet } from 'react-helmet';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\nimport Accordion from '@mui/material/Accordion';\r\nimport AccordionSummary from '@mui/material/AccordionSummary';\r\nimport AccordionDetails from '@mui/material/AccordionDetails';\r\nimport ArrowDownwardIcon from '@mui/icons-material/ArrowDownward';\r\nimport MustangSallyMainSalon1 from '../Images/MustangSally/201692MustangSally-MainSalon1.jpg';\r\nimport MustangSallyMainSalon2 from '../Images/MustangSally/201692MustangSally-MainSalon2.jpg';\r\nimport MustangSallyDinette from '../Images/MustangSally/201692MustangSally-Dinette.jpg';\r\nimport MustangSallyMasterStateroom1 from '../Images/MustangSally/201692MustangSally-MasterStateroom-1.jpg';\r\nimport MustangSallyMasterStateroom2 from '../Images/MustangSally/201692MustangSally-MasterStateroom-2.jpg';\r\nimport MustangSallyMasterStateroom3 from '../Images/MustangSally/201692MustangSally-MasterStateroom-3.jpg';\r\nimport MustangSallyForwardGuestCabin from '../Images/MustangSally/201692MustangSally-ForwardGuestCabin.jpg';\r\nimport MustangSallyTwinGuestCabin1 from '../Images/MustangSally/201692MustangSally-TwinGuestCabin-1.jpg';\r\nimport MustangSallyTwinGuestCabin2 from '../Images/MustangSally/201692MustangSally-TwinGuestCabin-2.jpg';\r\nimport MustangSallyFlybridge1 from '../Images/MustangSally/201692MustangSally-Flybridge-1.jpg';\r\nimport MustangSallyFlybridge2 from '../Images/MustangSally/201692MustangSally-Flybridge-2.jpg';\r\nimport MustangSallyLayout from '../Images/MustangSally/201692MustangSally-Layout.png';\r\nimport CompanyName from '../Component/CompanyName';\r\n\r\nconst MustangSally = () => {\r\n\r\n const RestorationMustangSally = RestorationData.find(boat => boat.ID === \"15\");\r\n\r\n const [expanded, setExpanded] = useState(null);\r\n\r\n const handleChange = (panel) => (event, isExpanded) => {\r\n setExpanded(isExpanded ? panel : null);\r\n };\r\n\r\n return (\r\n \r\n
\r\n\r\n
\r\n 2016 92' Mustang Sally Sport Fisherman Restoration\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n\r\n {RestorationMustangSally && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Builder:
\r\n {RestorationMustangSally.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationMustangSally.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationMustangSally.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationMustangSally.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
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The 2016 92' Mustang Sally Sport Fisherman stands out not only for its exceptional performance and luxurious amenities but also for its unique custom paint job that truly sets it apart. This masterpiece in yacht painting showcases a softer gradient, meticulously applied to enhance its sleek lines and modern design.
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In 2018, this stunning vessel underwent an extensive paint enhancement, further elevating its appeal. The yacht now boasts a contemporary luxury interior, reflecting sophistication and comfort at its finest. Complementing the luxurious interior is the custom exterior paintwork, which exemplifies our expertise in marine paint and yacht refinishing.
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The hull painting of the Mustang Sally Sport Fisherman is a testament to the high-quality marine paint products used, ensuring durability and a flawless finish. The topside painting and superstructure painting were executed with precision, highlighting the vessel's exquisite craftsmanship.
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For those seeking the best marine paint for yachts, the Mustang Sally Sport Fisherman sets a benchmark. The yacht paint used is not only aesthetically pleasing but also eco-friendly, aligning with the growing demand for sustainable yacht painting solutions.
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In Florida, this masterpiece was brought to life by Yacht Painting Services, one of the leading marine painters in the USA. Our expertise in yacht painting Florida has made us a trusted choice for yacht owners looking for professional yacht painting services.
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Choosing the right yacht paint is crucial for maintaining the beauty and integrity of your vessel. With Marine Paint Products, you can be assured of high-quality marine coatings that offer both protection and aesthetic appeal.
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Whether you're considering a DIY yacht painting project or opting for professional marine painting services, understanding the benefits of professional marine painting can guide you in making an informed decision. From surface preparation to gelcoat repair and antifouling paint application, every step is crucial in achieving a perfect finish.
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In conclusion, the custom paintwork on the 2016 92' Mustang Sally Sport Fisherman is a blend of artistry and functionality. With its unique design, eco-friendly marine paint, and expert craftsmanship, this yacht is a true masterpiece on the water.
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\r\n }\r\n aria-controls=\"panel1-content\"\r\n id=\"panel1-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Interiors
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Master Stateroom
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Master Stateroom
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Master Stateroom
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Forward Guest Cabin
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Twin Guest Cabin
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Twin Guest Cabin
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\r\n }\r\n aria-controls=\"panel2-content\"\r\n id=\"panel2-header\"\r\n style={{ color: '#104895' }}\r\n >\r\n Exterior
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\r\n\r\n\r\n\r\n )}\r\n\r\n
\r\n )\r\n}\r\n\r\nexport default MustangSally","import React from 'react';\r\nimport PageHeader from '../Component/PageHeader';\r\nimport RestorationData from '../Restoration/Restoration.json';\r\nimport Table from '@mui/material/Table';\r\nimport TableBody from '@mui/material/TableBody';\r\nimport TableCell from '@mui/material/TableCell';\r\nimport TableContainer from '@mui/material/TableContainer';\r\nimport TableRow from '@mui/material/TableRow';\r\n\r\nconst GoingFission = () => {\r\n\r\n const RestorationGoingFission = RestorationData.find(boat => boat.ID === \"9\");\r\n\r\n return (\r\n \r\n
\r\n\r\n\r\n\r\n {RestorationGoingFission && (\r\n
\r\n
\r\n\r\n
\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Builder:
\r\n {RestorationGoingFission.Make}
\r\n \r\n\r\n\r\n \r\n Length:
\r\n {RestorationGoingFission.Length}
\r\n \r\n\r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n\r\n\r\n
\r\n
\r\n \r\n\r\n\r\n \r\n\r\n \r\n Year:
\r\n {RestorationGoingFission.Year}
\r\n \r\n\r\n \r\n Refit Year:
\r\n {RestorationGoingFission.Refit}
\r\n \r\n\r\n\r\n\r\n \r\n
\r\n \r\n
\r\n
\r\n\r\n\r\n\r\n
\r\n\r\n\r\n\r\n )}\r\n\r\n\r\n\r\n
\r\n )\r\n}\r\n\r\nexport default GoingFission","import React from 'react'\r\n\r\nfunction Developed() {\r\n\r\n return (\r\n \r\n Web Design & Development by Web Design Expressions, Inc\r\n \r\n )\r\n}\r\n\r\nexport default Developed","import React from 'react';\r\nimport Button from '@mui/material/Button';\r\nimport FacebookIcon from '@mui/icons-material/Facebook';\r\nimport XIcon from '@mui/icons-material/X';\r\nimport YouTubeIcon from '@mui/icons-material/YouTube';\r\n// import LinkedInIcon from '@mui/icons-material/LinkedIn';\r\n// import RssFeedIcon from '@mui/icons-material/RssFeed';\r\nimport PhoneIcon from '@mui/icons-material/Phone';\r\nimport WhatsAppIcon from '@mui/icons-material/WhatsApp';\r\nimport EmailIcon from '@mui/icons-material/Email';\r\nimport FaxIcon from '@mui/icons-material/Fax';\r\nimport ShareIcon from '@mui/icons-material/Share';\r\n\r\n\r\nconst Social = () => {\r\n\r\n const iconStyle = {\r\n color: '#1B7C88',\r\n };\r\n\r\n\r\n\r\n const phoneNumber = '9546462797'; // Replace with your phone number\r\n const whatsappNumber = '+1234567890'; // Replace with your WhatsApp number\r\n const emailAddress = 'rick@aresmarine.com'; // Replace with your email address\r\n const faxnumber = '9545240994';\r\n const Facebook = 'https://www.facebook.com/AresMarine';\r\n const X = 'https://twitter.com/aresmarine';\r\n const YouTube = 'https://www.youtube.com/user/AresMarine'\r\n\r\n const handlePhoneClick = () => {\r\n window.location.href = 'tel:' + phoneNumber;\r\n };\r\n\r\n const handleWhatsAppClick = () => {\r\n window.location.href = 'https://wa.me/' + whatsappNumber;\r\n };\r\n\r\n const handleEmailClick = (boat) => {\r\n const subject = encodeURIComponent(`Ares Custom Yachts`);\r\n window.location.href = `mailto:${emailAddress}?subject=${subject}`;\r\n };\r\n\r\n const handleFaxClick = () => {\r\n window.location.href = 'fax:' + faxnumber;\r\n };\r\n\r\n const handleFacebookClick = () => {\r\n window.open(Facebook, '_blank');\r\n\r\n };\r\n\r\n const handleXClick = () => {\r\n window.open(X, '_blank');\r\n\r\n };\r\n\r\n const handleYouTubeClick = () => {\r\n window.open(YouTube, '_blank');\r\n\r\n };\r\n\r\n const handleShareClick = () => {\r\n const pageTitle = document.title; // Capture the current page's title\r\n const shareData = {\r\n title: pageTitle,\r\n text: `Check out this page: ${pageTitle}`,\r\n url: window.location.href\r\n };\r\n\r\n if (navigator.share) {\r\n navigator.share(shareData)\r\n .then(() => {\r\n console.log('Shared successfully');\r\n })\r\n .catch((error) => {\r\n console.error('Error sharing:', error);\r\n });\r\n } else {\r\n console.log('Web Share API not supported.');\r\n // Fallback sharing method\r\n // You can open a modal/dialog with share options\r\n }\r\n };\r\n\r\n return (\r\n \r\n
\r\n
\r\n
\r\n
\r\n \r\n
\r\n
\r\n \r\n
\r\n\r\n
\r\n \r\n
\r\n\r\n
\r\n \r\n
\r\n
\r\n \r\n
\r\n
\r\n \r\n
\r\n {/*
\r\n \r\n
*/}\r\n {/*
\r\n \r\n
*/}\r\n
\r\n
\r\n {/*
\r\n
\r\n
*/}\r\n {/*
\r\n
\r\n
*/}\r\n
\r\n {/*
*/}\r\n
\r\n\r\n
\r\n )\r\n}\r\n\r\nexport default Social","import React from 'react'\r\nimport CompanyName from './CompanyName'\r\nimport Developed from './Developed'\r\nimport { Divider } from '@mui/material';\r\nimport Social from './Social';\r\nimport PhoneIcon from '@mui/icons-material/Phone';\r\n\r\n\r\n\r\nconst today = new Date();\r\n\r\nconst Footer = () => {\r\n return (\r\n <>\r\n\r\n \r\n
\r\n
\r\n {/*
*/}\r\n
\r\n
© {today.getFullYear()} -
\r\n
\r\n
\r\n >\r\n )\r\n}\r\n\r\nexport default Footer","import generateUtilityClasses from '@mui/utils/generateUtilityClasses';\nimport generateUtilityClass from '@mui/utils/generateUtilityClass';\nexport function getAppBarUtilityClass(slot) {\n return generateUtilityClass('MuiAppBar', slot);\n}\nconst appBarClasses = generateUtilityClasses('MuiAppBar', ['root', 'positionFixed', 'positionAbsolute', 'positionSticky', 'positionStatic', 'positionRelative', 'colorDefault', 'colorPrimary', 'colorSecondary', 'colorInherit', 'colorTransparent', 'colorError', 'colorInfo', 'colorSuccess', 'colorWarning']);\nexport default appBarClasses;","'use client';\n\nimport _objectWithoutPropertiesLoose from \"@babel/runtime/helpers/esm/objectWithoutPropertiesLoose\";\nimport _extends from \"@babel/runtime/helpers/esm/extends\";\nconst _excluded = [\"className\", \"color\", \"enableColorOnDark\", \"position\"];\nimport * as React from 'react';\nimport PropTypes from 'prop-types';\nimport clsx from 'clsx';\nimport composeClasses from '@mui/utils/composeClasses';\nimport styled from '../styles/styled';\nimport useThemeProps from '../styles/useThemeProps';\nimport capitalize from '../utils/capitalize';\nimport Paper from '../Paper';\nimport { getAppBarUtilityClass } from './appBarClasses';\nimport { jsx as _jsx } from \"react/jsx-runtime\";\nconst useUtilityClasses = ownerState => {\n const {\n color,\n position,\n classes\n } = ownerState;\n const slots = {\n root: ['root', `color${capitalize(color)}`, `position${capitalize(position)}`]\n };\n return composeClasses(slots, getAppBarUtilityClass, classes);\n};\n\n// var2 is the fallback.\n// Ex. var1: 'var(--a)', var2: 'var(--b)'; return: 'var(--a, var(--b))'\nconst joinVars = (var1, var2) => var1 ? `${var1 == null ? void 0 : var1.replace(')', '')}, ${var2})` : var2;\nconst AppBarRoot = styled(Paper, {\n name: 'MuiAppBar',\n slot: 'Root',\n overridesResolver: (props, styles) => {\n const {\n ownerState\n } = props;\n return [styles.root, styles[`position${capitalize(ownerState.position)}`], styles[`color${capitalize(ownerState.color)}`]];\n }\n})(({\n theme,\n ownerState\n}) => {\n const backgroundColorDefault = theme.palette.mode === 'light' ? theme.palette.grey[100] : theme.palette.grey[900];\n return _extends({\n display: 'flex',\n flexDirection: 'column',\n width: '100%',\n boxSizing: 'border-box',\n // Prevent padding issue with the Modal and fixed positioned AppBar.\n flexShrink: 0\n }, ownerState.position === 'fixed' && {\n position: 'fixed',\n zIndex: (theme.vars || theme).zIndex.appBar,\n top: 0,\n left: 'auto',\n right: 0,\n '@media print': {\n // Prevent the app bar to be visible on each printed page.\n position: 'absolute'\n }\n }, ownerState.position === 'absolute' && {\n position: 'absolute',\n zIndex: (theme.vars || theme).zIndex.appBar,\n top: 0,\n left: 'auto',\n right: 0\n }, ownerState.position === 'sticky' && {\n // ⚠️ sticky is not supported by IE11.\n position: 'sticky',\n zIndex: (theme.vars || theme).zIndex.appBar,\n top: 0,\n left: 'auto',\n right: 0\n }, ownerState.position === 'static' && {\n position: 'static'\n }, ownerState.position === 'relative' && {\n position: 'relative'\n }, !theme.vars && _extends({}, ownerState.color === 'default' && {\n backgroundColor: backgroundColorDefault,\n color: theme.palette.getContrastText(backgroundColorDefault)\n }, ownerState.color && ownerState.color !== 'default' && ownerState.color !== 'inherit' && ownerState.color !== 'transparent' && {\n backgroundColor: theme.palette[ownerState.color].main,\n color: theme.palette[ownerState.color].contrastText\n }, ownerState.color === 'inherit' && {\n color: 'inherit'\n }, theme.palette.mode === 'dark' && !ownerState.enableColorOnDark && {\n backgroundColor: null,\n color: null\n }, ownerState.color === 'transparent' && _extends({\n backgroundColor: 'transparent',\n color: 'inherit'\n }, theme.palette.mode === 'dark' && {\n backgroundImage: 'none'\n })), theme.vars && _extends({}, ownerState.color === 'default' && {\n '--AppBar-background': ownerState.enableColorOnDark ? theme.vars.palette.AppBar.defaultBg : joinVars(theme.vars.palette.AppBar.darkBg, theme.vars.palette.AppBar.defaultBg),\n '--AppBar-color': ownerState.enableColorOnDark ? theme.vars.palette.text.primary : joinVars(theme.vars.palette.AppBar.darkColor, theme.vars.palette.text.primary)\n }, ownerState.color && !ownerState.color.match(/^(default|inherit|transparent)$/) && {\n '--AppBar-background': ownerState.enableColorOnDark ? theme.vars.palette[ownerState.color].main : joinVars(theme.vars.palette.AppBar.darkBg, theme.vars.palette[ownerState.color].main),\n '--AppBar-color': ownerState.enableColorOnDark ? theme.vars.palette[ownerState.color].contrastText : joinVars(theme.vars.palette.AppBar.darkColor, theme.vars.palette[ownerState.color].contrastText)\n }, {\n backgroundColor: 'var(--AppBar-background)',\n color: ownerState.color === 'inherit' ? 'inherit' : 'var(--AppBar-color)'\n }, ownerState.color === 'transparent' && {\n backgroundImage: 'none',\n backgroundColor: 'transparent',\n color: 'inherit'\n }));\n});\nconst AppBar = /*#__PURE__*/React.forwardRef(function AppBar(inProps, ref) {\n const props = useThemeProps({\n props: inProps,\n name: 'MuiAppBar'\n });\n const {\n className,\n color = 'primary',\n enableColorOnDark = false,\n position = 'fixed'\n } = props,\n other = _objectWithoutPropertiesLoose(props, _excluded);\n const ownerState = _extends({}, props, {\n color,\n position,\n enableColorOnDark\n });\n const classes = useUtilityClasses(ownerState);\n return /*#__PURE__*/_jsx(AppBarRoot, _extends({\n square: true,\n component: \"header\",\n ownerState: ownerState,\n elevation: 4,\n className: clsx(classes.root, className, position === 'fixed' && 'mui-fixed'),\n ref: ref\n }, other));\n});\nprocess.env.NODE_ENV !== \"production\" ? AppBar.propTypes /* remove-proptypes */ = {\n // ┌────────────────────────────── Warning ──────────────────────────────┐\n // │ These PropTypes are generated from the TypeScript type definitions. │\n // │ To update them, edit the d.ts file and run `pnpm proptypes`. │\n // └─────────────────────────────────────────────────────────────────────┘\n /**\n * The content of the component.\n */\n children: PropTypes.node,\n /**\n * Override or extend the styles applied to the component.\n */\n classes: PropTypes.object,\n /**\n * @ignore\n */\n className: PropTypes.string,\n /**\n * The color of the component.\n * It supports both default and custom theme colors, which can be added as shown in the\n * [palette customization guide](https://mui.com/material-ui/customization/palette/#custom-colors).\n * @default 'primary'\n */\n color: PropTypes /* @typescript-to-proptypes-ignore */.oneOfType([PropTypes.oneOf(['default', 'inherit', 'primary', 'secondary', 'transparent', 'error', 'info', 'success', 'warning']), PropTypes.string]),\n /**\n * If true, the `color` prop is applied in dark mode.\n * @default false\n */\n enableColorOnDark: PropTypes.bool,\n /**\n * The positioning type. The behavior of the different options is described\n * [in the MDN web docs](https://developer.mozilla.org/en-US/docs/Learn/CSS/CSS_layout/Positioning).\n * Note: `sticky` is not universally supported and will fall back to `static` when unavailable.\n * @default 'fixed'\n */\n position: PropTypes.oneOf(['absolute', 'fixed', 'relative', 'static', 'sticky']),\n /**\n * The system prop that allows defining system overrides as well as additional CSS styles.\n */\n sx: PropTypes.oneOfType([PropTypes.arrayOf(PropTypes.oneOfType([PropTypes.func, PropTypes.object, PropTypes.bool])), PropTypes.func, PropTypes.object])\n} : void 0;\nexport default AppBar;","import generateUtilityClasses from '@mui/utils/generateUtilityClasses';\nimport generateUtilityClass from '@mui/utils/generateUtilityClass';\nexport function getToolbarUtilityClass(slot) {\n return generateUtilityClass('MuiToolbar', slot);\n}\nconst toolbarClasses = generateUtilityClasses('MuiToolbar', ['root', 'gutters', 'regular', 'dense']);\nexport default toolbarClasses;","'use client';\n\nimport _objectWithoutPropertiesLoose from \"@babel/runtime/helpers/esm/objectWithoutPropertiesLoose\";\nimport _extends from \"@babel/runtime/helpers/esm/extends\";\nconst _excluded = [\"className\", \"component\", \"disableGutters\", \"variant\"];\nimport * as React from 'react';\nimport PropTypes from 'prop-types';\nimport clsx from 'clsx';\nimport composeClasses from '@mui/utils/composeClasses';\nimport useThemeProps from '../styles/useThemeProps';\nimport styled from '../styles/styled';\nimport { getToolbarUtilityClass } from './toolbarClasses';\nimport { jsx as _jsx } from \"react/jsx-runtime\";\nconst useUtilityClasses = ownerState => {\n const {\n classes,\n disableGutters,\n variant\n } = ownerState;\n const slots = {\n root: ['root', !disableGutters && 'gutters', variant]\n };\n return composeClasses(slots, getToolbarUtilityClass, classes);\n};\nconst ToolbarRoot = styled('div', {\n name: 'MuiToolbar',\n slot: 'Root',\n overridesResolver: (props, styles) => {\n const {\n ownerState\n } = props;\n return [styles.root, !ownerState.disableGutters && styles.gutters, styles[ownerState.variant]];\n }\n})(({\n theme,\n ownerState\n}) => _extends({\n position: 'relative',\n display: 'flex',\n alignItems: 'center'\n}, !ownerState.disableGutters && {\n paddingLeft: theme.spacing(2),\n paddingRight: theme.spacing(2),\n [theme.breakpoints.up('sm')]: {\n paddingLeft: theme.spacing(3),\n paddingRight: theme.spacing(3)\n }\n}, ownerState.variant === 'dense' && {\n minHeight: 48\n}), ({\n theme,\n ownerState\n}) => ownerState.variant === 'regular' && theme.mixins.toolbar);\nconst Toolbar = /*#__PURE__*/React.forwardRef(function Toolbar(inProps, ref) {\n const props = useThemeProps({\n props: inProps,\n name: 'MuiToolbar'\n });\n const {\n className,\n component = 'div',\n disableGutters = false,\n variant = 'regular'\n } = props,\n other = _objectWithoutPropertiesLoose(props, _excluded);\n const ownerState = _extends({}, props, {\n component,\n disableGutters,\n variant\n });\n const classes = useUtilityClasses(ownerState);\n return /*#__PURE__*/_jsx(ToolbarRoot, _extends({\n as: component,\n className: clsx(classes.root, className),\n ref: ref,\n ownerState: ownerState\n }, other));\n});\nprocess.env.NODE_ENV !== \"production\" ? Toolbar.propTypes /* remove-proptypes */ = {\n // ┌────────────────────────────── Warning ──────────────────────────────┐\n // │ These PropTypes are generated from the TypeScript type definitions. │\n // │ To update them, edit the d.ts file and run `pnpm proptypes`. │\n // └─────────────────────────────────────────────────────────────────────┘\n /**\n * The Toolbar children, usually a mixture of `IconButton`, `Button` and `Typography`.\n * The Toolbar is a flex container, allowing flex item properties to be used to lay out the children.\n */\n children: PropTypes.node,\n /**\n * Override or extend the styles applied to the component.\n */\n classes: PropTypes.object,\n /**\n * @ignore\n */\n className: PropTypes.string,\n /**\n * The component used for the root node.\n * Either a string to use a HTML element or a component.\n */\n component: PropTypes.elementType,\n /**\n * If `true`, disables gutter padding.\n * @default false\n */\n disableGutters: PropTypes.bool,\n /**\n * The system prop that allows defining system overrides as well as additional CSS styles.\n */\n sx: PropTypes.oneOfType([PropTypes.arrayOf(PropTypes.oneOfType([PropTypes.func, PropTypes.object, PropTypes.bool])), PropTypes.func, PropTypes.object]),\n /**\n * The variant to use.\n * @default 'regular'\n */\n variant: PropTypes /* @typescript-to-proptypes-ignore */.oneOfType([PropTypes.oneOf(['dense', 'regular']), PropTypes.string])\n} : void 0;\nexport default Toolbar;","import generateUtilityClasses from '@mui/utils/generateUtilityClasses';\nimport generateUtilityClass from '@mui/utils/generateUtilityClass';\nexport function getIconButtonUtilityClass(slot) {\n return generateUtilityClass('MuiIconButton', slot);\n}\nconst iconButtonClasses = generateUtilityClasses('MuiIconButton', ['root', 'disabled', 'colorInherit', 'colorPrimary', 'colorSecondary', 'colorError', 'colorInfo', 'colorSuccess', 'colorWarning', 'edgeStart', 'edgeEnd', 'sizeSmall', 'sizeMedium', 'sizeLarge']);\nexport default iconButtonClasses;","'use client';\n\nimport _objectWithoutPropertiesLoose from \"@babel/runtime/helpers/esm/objectWithoutPropertiesLoose\";\nimport _extends from \"@babel/runtime/helpers/esm/extends\";\nconst _excluded = [\"edge\", \"children\", \"className\", \"color\", \"disabled\", \"disableFocusRipple\", \"size\"];\nimport * as React from 'react';\nimport PropTypes from 'prop-types';\nimport clsx from 'clsx';\nimport chainPropTypes from '@mui/utils/chainPropTypes';\nimport composeClasses from '@mui/utils/composeClasses';\nimport { alpha } from '@mui/system/colorManipulator';\nimport styled from '../styles/styled';\nimport useThemeProps from '../styles/useThemeProps';\nimport ButtonBase from '../ButtonBase';\nimport capitalize from '../utils/capitalize';\nimport iconButtonClasses, { getIconButtonUtilityClass } from './iconButtonClasses';\nimport { jsx as _jsx } from \"react/jsx-runtime\";\nconst useUtilityClasses = ownerState => {\n const {\n classes,\n disabled,\n color,\n edge,\n size\n } = ownerState;\n const slots = {\n root: ['root', disabled && 'disabled', color !== 'default' && `color${capitalize(color)}`, edge && `edge${capitalize(edge)}`, `size${capitalize(size)}`]\n };\n return composeClasses(slots, getIconButtonUtilityClass, classes);\n};\nconst IconButtonRoot = styled(ButtonBase, {\n name: 'MuiIconButton',\n slot: 'Root',\n overridesResolver: (props, styles) => {\n const {\n ownerState\n } = props;\n return [styles.root, ownerState.color !== 'default' && styles[`color${capitalize(ownerState.color)}`], ownerState.edge && styles[`edge${capitalize(ownerState.edge)}`], styles[`size${capitalize(ownerState.size)}`]];\n }\n})(({\n theme,\n ownerState\n}) => _extends({\n textAlign: 'center',\n flex: '0 0 auto',\n fontSize: theme.typography.pxToRem(24),\n padding: 8,\n borderRadius: '50%',\n overflow: 'visible',\n // Explicitly set the default value to solve a bug on IE11.\n color: (theme.vars || theme).palette.action.active,\n transition: theme.transitions.create('background-color', {\n duration: theme.transitions.duration.shortest\n })\n}, !ownerState.disableRipple && {\n '&:hover': {\n backgroundColor: theme.vars ? `rgba(${theme.vars.palette.action.activeChannel} / ${theme.vars.palette.action.hoverOpacity})` : alpha(theme.palette.action.active, theme.palette.action.hoverOpacity),\n // Reset on touch devices, it doesn't add specificity\n '@media (hover: none)': {\n backgroundColor: 'transparent'\n }\n }\n}, ownerState.edge === 'start' && {\n marginLeft: ownerState.size === 'small' ? -3 : -12\n}, ownerState.edge === 'end' && {\n marginRight: ownerState.size === 'small' ? -3 : -12\n}), ({\n theme,\n ownerState\n}) => {\n var _palette;\n const palette = (_palette = (theme.vars || theme).palette) == null ? void 0 : _palette[ownerState.color];\n return _extends({}, ownerState.color === 'inherit' && {\n color: 'inherit'\n }, ownerState.color !== 'inherit' && ownerState.color !== 'default' && _extends({\n color: palette == null ? void 0 : palette.main\n }, !ownerState.disableRipple && {\n '&:hover': _extends({}, palette && {\n backgroundColor: theme.vars ? `rgba(${palette.mainChannel} / ${theme.vars.palette.action.hoverOpacity})` : alpha(palette.main, theme.palette.action.hoverOpacity)\n }, {\n // Reset on touch devices, it doesn't add specificity\n '@media (hover: none)': {\n backgroundColor: 'transparent'\n }\n })\n }), ownerState.size === 'small' && {\n padding: 5,\n fontSize: theme.typography.pxToRem(18)\n }, ownerState.size === 'large' && {\n padding: 12,\n fontSize: theme.typography.pxToRem(28)\n }, {\n [`&.${iconButtonClasses.disabled}`]: {\n backgroundColor: 'transparent',\n color: (theme.vars || theme).palette.action.disabled\n }\n });\n});\n\n/**\n * Refer to the [Icons](/material-ui/icons/) section of the documentation\n * regarding the available icon options.\n */\nconst IconButton = /*#__PURE__*/React.forwardRef(function IconButton(inProps, ref) {\n const props = useThemeProps({\n props: inProps,\n name: 'MuiIconButton'\n });\n const {\n edge = false,\n children,\n className,\n color = 'default',\n disabled = false,\n disableFocusRipple = false,\n size = 'medium'\n } = props,\n other = _objectWithoutPropertiesLoose(props, _excluded);\n const ownerState = _extends({}, props, {\n edge,\n color,\n disabled,\n disableFocusRipple,\n size\n });\n const classes = useUtilityClasses(ownerState);\n return /*#__PURE__*/_jsx(IconButtonRoot, _extends({\n className: clsx(classes.root, className),\n centerRipple: true,\n focusRipple: !disableFocusRipple,\n disabled: disabled,\n ref: ref\n }, other, {\n ownerState: ownerState,\n children: children\n }));\n});\nprocess.env.NODE_ENV !== \"production\" ? IconButton.propTypes /* remove-proptypes */ = {\n // ┌────────────────────────────── Warning ──────────────────────────────┐\n // │ These PropTypes are generated from the TypeScript type definitions. │\n // │ To update them, edit the d.ts file and run `pnpm proptypes`. │\n // └─────────────────────────────────────────────────────────────────────┘\n /**\n * The icon to display.\n */\n children: chainPropTypes(PropTypes.node, props => {\n const found = React.Children.toArray(props.children).some(child => /*#__PURE__*/React.isValidElement(child) && child.props.onClick);\n if (found) {\n return new Error(['MUI: You are providing an onClick event listener to a child of a button element.', 'Prefer applying it to the IconButton directly.', 'This guarantees that the whole