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@walletconnect/modal

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#### 🔎 [Examples](https://github.com/WalletConnect/web3modal-examples)

929 lines (878 loc) • 258 kB
import { T as ThemeCtrl, M as ModalCtrl, R as RouterCtrl, a as ToastCtrl, E as EventsCtrl, C as CoreUtil, b as ExplorerCtrl, O as OptionsCtrl, c as ConfigCtrl } from './bundle-6897c25a.js'; /** * @license * Copyright 2019 Google LLC * SPDX-License-Identifier: BSD-3-Clause */ const t$3=window,e$5=t$3.ShadowRoot&&(void 0===t$3.ShadyCSS||t$3.ShadyCSS.nativeShadow)&&"adoptedStyleSheets"in Document.prototype&&"replace"in CSSStyleSheet.prototype,s$3=Symbol(),n$5=new WeakMap;let o$4 = class o{constructor(t,e,n){if(this._$cssResult$=!0,n!==s$3)throw Error("CSSResult is not constructable. 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0:n.prototype.assignedElements)?(o,n)=>o.assignedElements(n):(o,n)=>o.assignedNodes(n).filter((o=>o.nodeType===Node.ELEMENT_NODE)); /** * @license * Copyright 2017 Google LLC * SPDX-License-Identifier: BSD-3-Clause */ const t={ATTRIBUTE:1,CHILD:2,PROPERTY:3,BOOLEAN_ATTRIBUTE:4,EVENT:5,ELEMENT:6},e=t=>(...e)=>({_$litDirective$:t,values:e});class i{constructor(t){}get _$AU(){return this._$AM._$AU}_$AT(t,e,i){this._$Ct=t,this._$AM=e,this._$Ci=i;}_$AS(t,e){return this.update(t,e)}update(t,e){return this.render(...e)}} /** * @license * Copyright 2018 Google LLC * SPDX-License-Identifier: BSD-3-Clause */const o=e(class extends i{constructor(t$1){var i;if(super(t$1),t$1.type!==t.ATTRIBUTE||"class"!==t$1.name||(null===(i=t$1.strings)||void 0===i?void 0:i.length)>2)throw Error("`classMap()` can only be used in the `class` attribute and must be the only part in the attribute.")}render(t){return " "+Object.keys(t).filter((i=>t[i])).join(" ")+" "}update(i,[s]){var r,o;if(void 0===this.it){this.it=new Set,void 0!==i.strings&&(this.nt=new Set(i.strings.join(" ").split(/\s/).filter((t=>""!==t))));for(const t in s)s[t]&&!(null===(r=this.nt)||void 0===r?void 0:r.has(t))&&this.it.add(t);return this.render(s)}const e=i.element.classList;this.it.forEach((t=>{t in s||(e.remove(t),this.it.delete(t));}));for(const t in s){const i=!!s[t];i===this.it.has(t)||(null===(o=this.nt)||void 0===o?void 0:o.has(t))||(i?(e.add(t),this.it.add(t)):(e.remove(t),this.it.delete(t)));}return T}}); function addUniqueItem(array, item) { array.indexOf(item) === -1 && array.push(item); } const clamp = (min, max, v) => Math.min(Math.max(v, min), max); const defaults = { duration: 0.3, delay: 0, endDelay: 0, repeat: 0, easing: "ease", }; const isNumber = (value) => typeof value === "number"; const isEasingList = (easing) => Array.isArray(easing) && !isNumber(easing[0]); const wrap = (min, max, v) => { const rangeSize = max - min; return ((((v - min) % rangeSize) + rangeSize) % rangeSize) + min; }; function getEasingForSegment(easing, i) { return isEasingList(easing) ? easing[wrap(0, easing.length, i)] : easing; } const mix = (min, max, progress) => -progress * min + progress * max + min; const noop = () => { }; const noopReturn = (v) => v; const progress = (min, max, value) => max - min === 0 ? 1 : (value - min) / (max - min); function fillOffset(offset, remaining) { const min = offset[offset.length - 1]; for (let i = 1; i <= remaining; i++) { const offsetProgress = progress(0, remaining, i); offset.push(mix(min, 1, offsetProgress)); } } function defaultOffset(length) { const offset = [0]; fillOffset(offset, length - 1); return offset; } function interpolate(output, input = defaultOffset(output.length), easing = noopReturn) { const length = output.length; /** * If the input length is lower than the output we * fill the input to match. This currently assumes the input * is an animation progress value so is a good candidate for * moving outside the function. */ const remainder = length - input.length; remainder > 0 && fillOffset(input, remainder); return (t) => { let i = 0; for (; i < length - 2; i++) { if (t < input[i + 1]) break; } let progressInRange = clamp(0, 1, progress(input[i], input[i + 1], t)); const segmentEasing = getEasingForSegment(easing, i); progressInRange = segmentEasing(progressInRange); return mix(output[i], output[i + 1], progressInRange); }; } const isCubicBezier = (easing) => Array.isArray(easing) && isNumber(easing[0]); const isEasingGenerator = (easing) => typeof easing === "object" && Boolean(easing.createAnimation); const isFunction = (value) => typeof value === "function"; const isString = (value) => typeof value === "string"; const time = { ms: (seconds) => seconds * 1000, s: (milliseconds) => milliseconds / 1000, }; /* Bezier function generator This has been modified from Gaëtan Renaudeau's BezierEasing https://github.com/gre/bezier-easing/blob/master/src/index.js https://github.com/gre/bezier-easing/blob/master/LICENSE I've removed the newtonRaphsonIterate algo because in benchmarking it wasn't noticiably faster than binarySubdivision, indeed removing it usually improved times, depending on the curve. I also removed the lookup table, as for the added bundle size and loop we're only cutting ~4 or so subdivision iterations. I bumped the max iterations up to 12 to compensate and this still tended to be faster for no perceivable loss in accuracy. Usage const easeOut = cubicBezier(.17,.67,.83,.67); const x = easeOut(0.5); // returns 0.627... */ // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2. const calcBezier = (t, a1, a2) => (((1.0 - 3.0 * a2 + 3.0 * a1) * t + (3.0 * a2 - 6.0 * a1)) * t + 3.0 * a1) * t; const subdivisionPrecision = 0.0000001; const subdivisionMaxIterations = 12; function binarySubdivide(x, lowerBound, upperBound, mX1, mX2) { let currentX; let currentT; let i = 0; do { currentT = lowerBound + (upperBound - lowerBound) / 2.0; currentX = calcBezier(currentT, mX1, mX2) - x; if (currentX > 0.0) { upperBound = currentT; } else { lowerBound = currentT; } } while (Math.abs(currentX) > subdivisionPrecision && ++i < subdivisionMaxIterations); return currentT; } function cubicBezier(mX1, mY1, mX2, mY2) { // If this is a linear gradient, return linear easing if (mX1 === mY1 && mX2 === mY2) return noopReturn; const getTForX = (aX) => binarySubdivide(aX, 0, 1, mX1, mX2); // If animation is at start/end, return t without easing return (t) => t === 0 || t === 1 ? t : calcBezier(getTForX(t), mY1, mY2); } const steps = (steps, direction = "end") => (progress) => { progress = direction === "end" ? Math.min(progress, 0.999) : Math.max(progress, 0.001); const expanded = progress * steps; const rounded = direction === "end" ? Math.floor(expanded) : Math.ceil(expanded); return clamp(0, 1, rounded / steps); }; const namedEasings = { ease: cubicBezier(0.25, 0.1, 0.25, 1.0), "ease-in": cubicBezier(0.42, 0.0, 1.0, 1.0), "ease-in-out": cubicBezier(0.42, 0.0, 0.58, 1.0), "ease-out": cubicBezier(0.0, 0.0, 0.58, 1.0), }; const functionArgsRegex = /\((.*?)\)/; function getEasingFunction(definition) { // If already an easing function, return if (isFunction(definition)) return definition; // If an easing curve definition, return bezier function if (isCubicBezier(definition)) return cubicBezier(...definition); // If we have a predefined easing function, return if (namedEasings[definition]) return namedEasings[definition]; // If this is a steps function, attempt to create easing curve if (definition.startsWith("steps")) { const args = functionArgsRegex.exec(definition); if (args) { const argsArray = args[1].split(","); return steps(parseFloat(argsArray[0]), argsArray[1].trim()); } } return noopReturn; } class Animation { constructor(output, keyframes = [0, 1], { easing, duration: initialDuration = defaults.duration, delay = defaults.delay, endDelay = defaults.endDelay, repeat = defaults.repeat, offset, direction = "normal", } = {}) { this.startTime = null; this.rate = 1; this.t = 0; this.cancelTimestamp = null; this.easing = noopReturn; this.duration = 0; this.totalDuration = 0; this.repeat = 0; this.playState = "idle"; this.finished = new Promise((resolve, reject) => { this.resolve = resolve; this.reject = reject; }); easing = easing || defaults.easing; if (isEasingGenerator(easing)) { const custom = easing.createAnimation(keyframes); easing = custom.easing; keyframes = custom.keyframes || keyframes; initialDuration = custom.duration || initialDuration; } this.repeat = repeat; this.easing = isEasingList(easing) ? noopReturn : getEasingFunction(easing); this.updateDuration(initialDuration); const interpolate$1 = interpolate(keyframes, offset, isEasingList(easing) ? easing.map(getEasingFunction) : noopReturn); this.tick = (timestamp) => { var _a; // TODO: Temporary fix for OptionsResolver typing delay = delay; let t = 0; if (this.pauseTime !== undefined) { t = this.pauseTime; } else { t = (timestamp - this.startTime) * this.rate; } this.t = t; // Convert to seconds t /= 1000; // Rebase on delay t = Math.max(t - delay, 0); /** * If this animation has finished, set the current time * to the total duration. */ if (this.playState === "finished" && this.pauseTime === undefined) { t = this.totalDuration; } /** * Get the current progress (0-1) of the animation. If t is > * than duration we'll get values like 2.5 (midway through the * third iteration) */ const progress = t / this.duration; // TODO progress += iterationStart /** * Get the current iteration (0 indexed). For instance the floor of * 2.5 is 2. */ let currentIteration = Math.floor(progress); /** * Get the current progress of the iteration by taking the remainder * so 2.5 is 0.5 through iteration 2 */ let iterationProgress = progress % 1.0; if (!iterationProgress && progress >= 1) { iterationProgress = 1; } /** * If iteration progress is 1 we count that as the end * of the previous iteration. */ iterationProgress === 1 && currentIteration--; /** * Reverse progress if we're not running in "normal" direction */ const iterationIsOdd = currentIteration % 2; if (direction === "reverse" || (direction === "alternate" && iterationIsOdd) || (direction === "alternate-reverse" && !iterationIsOdd)) { iterationProgress = 1 - iterationProgress; } const p = t >= this.totalDuration ? 1 : Math.min(iterationProgress, 1); const latest = interpolate$1(this.easing(p)); output(latest); const isAnimationFinished = this.pauseTime === undefined && (this.playState === "finished" || t >= this.totalDuration + endDelay); if (isAnimationFinished) { this.playState = "finished"; (_a = this.resolve) === null || _a === void 0 ? void 0 : _a.call(this, latest); } else if (this.playState !== "idle") { this.frameRequestId = requestAnimationFrame(this.tick); } }; this.play(); } play() { const now = performance.now(); this.playState = "running"; if (this.pauseTime !== undefined) { this.startTime = now - this.pauseTime; } else if (!this.startTime) { this.startTime = now; } this.cancelTimestamp = this.startTime; this.pauseTime = undefined; this.frameRequestId = requestAnimationFrame(this.tick); } pause() { this.playState = "paused"; this.pauseTime = this.t; } finish() { this.playState = "finished"; this.tick(0); } stop() { var _a; this.playState = "idle"; if (this.frameRequestId !== undefined) { cancelAnimationFrame(this.frameRequestId); } (_a = this.reject) === null || _a === void 0 ? void 0 : _a.call(this, false); } cancel() { this.stop(); this.tick(this.cancelTimestamp); } reverse() { this.rate *= -1; } commitStyles() { } updateDuration(duration) { this.duration = duration; this.totalDuration = duration * (this.repeat + 1); } get currentTime() { return this.t; } set currentTime(t) { if (this.pauseTime !== undefined || this.rate === 0) { this.pauseTime = t; } else { this.startTime = performance.now() - t / this.rate; } } get playbackRate() { return this.rate; } set playbackRate(rate) { this.rate = rate; } } var invariant = function () { }; if (process.env.NODE_ENV !== 'production') { invariant = function (check, message) { if (!check) { throw new Error(message); } }; } /** * The MotionValue tracks the state of a single animatable * value. Currently, updatedAt and current are unused. The * long term idea is to use this to minimise the number * of DOM reads, and to abstract the DOM interactions here. */ class MotionValue { setAnimation(animation) { this.animation = animation; animation === null || animation === void 0 ? void 0 : animation.finished.then(() => this.clearAnimation()).catch(() => { }); } clearAnimation() { this.animation = this.generator = undefined; } } const data = new WeakMap(); function getAnimationData(element) { if (!data.has(element)) { data.set(element, { transforms: [], values: new Map(), }); } return data.get(element); } function getMotionValue(motionValues, name) { if (!motionValues.has(name)) { motionValues.set(name, new MotionValue()); } return motionValues.get(name); } /** * A list of all transformable axes. We'll use this list to generated a version * of each axes for each transform. */ const axes = ["", "X", "Y", "Z"]; /** * An ordered array of each transformable value. By default, transform values * will be sorted to this order. */ const order = ["translate", "scale", "rotate", "skew"]; const transformAlias = { x: "translateX", y: "translateY", z: "translateZ", }; const rotation = { syntax: "<angle>", initialValue: "0deg", toDefaultUnit: (v) => v + "deg", }; const baseTransformProperties = { translate: { syntax: "<length-percentage>", initialValue: "0px", toDefaultUnit: (v) => v + "px", }, rotate: rotation, scale: { syntax: "<number>", initialValue: 1, toDefaultUnit: noopReturn, }, skew: rotation, }; const transformDefinitions = new Map(); const asTransformCssVar = (name) => `--motion-${name}`; /** * Generate a list of every possible transform key */ const transforms = ["x", "y", "z"]; order.forEach((name) => { axes.forEach((axis) => { transforms.push(name + axis); transformDefinitions.set(asTransformCssVar(name + axis), baseTransformProperties[name]); }); }); /** * A function to use with Array.sort to sort transform keys by their default order. */ const compareTransformOrder = (a, b) => transforms.indexOf(a) - transforms.indexOf(b); /** * Provide a quick way to check if a string is the name of a transform */ const transformLookup = new Set(transforms); const isTransform = (name) => transformLookup.has(name); const addTransformToElement = (element, name) => { // Map x to translateX etc if (transformAlias[name]) name = transformAlias[name]; const { transforms } = getAnimationData(element); addUniqueItem(transforms, name); /** * TODO: An optimisation here could be to cache the transform in element data * and only update if this has changed. */ element.style.transform = buildTransformTemplate(transforms); }; const buildTransformTemplate = (transforms) => transforms .sort(compareTransformOrder) .reduce(transformListToString, "") .trim(); const transformListToString = (template, name) => `${template} ${name}(var(${asTransformCssVar(name)}))`; const isCssVar = (name) => name.startsWith("--"); const registeredProperties = new Set(); function registerCssVariable(name) { if (registeredProperties.has(name)) return; registeredProperties.add(name); try { const { syntax, initialValue } = transformDefinitions.has(name) ? transformDefinitions.get(name) : {}; CSS.registerProperty({ name, inherits: false, syntax, initialValue, }); } catch (e) { } } const testAnimation = (keyframes, options) => document.createElement("div").animate(keyframes, options); const featureTests = { cssRegisterProperty: () => typeof CSS !== "undefined" && Object.hasOwnProperty.call(CSS, "registerProperty"), waapi: () => Object.hasOwnProperty.call(Element.prototype, "animate"), partialKeyframes: () => { try { testAnimation({ opacity: [1] }); } catch (e) { return false; } return true; }, finished: () => Boolean(testAnimation({ opacity: [0, 1] }, { duration: 0.001 }).finished), linearEasing: () => { try { testAnimation({ opacity: 0 }, { easing: "linear(0, 1)" }); } catch (e) { return false; } return true; }, }; const results = {}; const supports = {}; for (const key in featureTests) { supports[key] = () => { if (results[key] === undefined) results[key] = featureTests[key](); return results[key]; }; } // Create a linear easing point for every x second const resolution = 0.015; const generateLinearEasingPoints = (easing, duration) => { let points = ""; const numPoints = Math.round(duration / resolution); for (let i = 0; i < numPoints; i++) { points += easing(progress(0, numPoints - 1, i)) + ", "; } return points.substring(0, points.length - 2); }; const convertEasing = (easing, duration) => { if (isFunction(easing)) { return supports.linearEasing() ? `linear(${generateLinearEasingPoints(easing, duration)})` : defaults.easing; } else { return isCubicBezier(easing) ? cubicBezierAsString(easing) : easing; } }; const cubicBezierAsString = ([a, b, c, d]) => `cubic-bezier(${a}, ${b}, ${c}, ${d})`; function hydrateKeyframes(keyframes, readInitialValue) { for (let i = 0; i < keyframes.length; i++) { if (keyframes[i] === null) { keyframes[i] = i ? keyframes[i - 1] : readInitialValue(); } } return keyframes; } const keyframesList = (keyframes) => Array.isArray(keyframes) ? keyframes : [keyframes]; function getStyleName(key) { if (transformAlias[key]) key = transformAlias[key]; return isTransform(key) ? asTransformCssVar(key) : key; } const style = { get: (element, name) => { name = getStyleName(name); let value = isCssVar(name) ? element.style.getPropertyValue(name) : getComputedStyle(element)[name]; if (!value && value !== 0) { const definition = transformDefinitions.get(name); if (definition) value = definition.initialValue; } return value; }, set: (element, name, value) => { name = getStyleName(name); if (isCssVar(name)) { element.style.setProperty(name, value); } else { element.style[name] = value; } }, }; function stopAnimation(animation, needsCommit = true) { if (!animation || animation.playState === "finished") return; // Suppress error thrown by WAAPI try { if (animation.stop) { animation.stop(); } else { needsCommit && animation.commitStyles(); animation.cancel(); } } catch (e) { } } function getUnitConverter(keyframes, definition) { var _a; let toUnit = (definition === null || definition === void 0 ? void 0 : definition.toDefaultUnit) || noopReturn; const finalKeyframe = keyframes[keyframes.length - 1]; if (isString(finalKeyframe)) { const unit = ((_a = finalKeyframe.match(/(-?[\d.]+)([a-z%]*)/)) === null || _a === void 0 ? void 0 : _a[2]) || ""; if (unit) toUnit = (value) => value + unit; } return toUnit; } function getDevToolsRecord() { return window.__MOTION_DEV_TOOLS_RECORD; } function animateStyle(element, key, keyframesDefinition, options = {}, AnimationPolyfill) { const record = getDevToolsRecord(); const isRecording = options.record !== false && record; let animation; let { duration = defaults.duration, delay = defaults.delay, endDelay = defaults.endDelay, repeat = defaults.repeat, easing = defaults.easing, persist = false, direction, offset, allowWebkitAcceleration = false, } = options; const data = getAnimationData(element); const valueIsTransform = isTransform(key); let canAnimateNatively = supports.waapi(); /** * If this is an individual transform, we need to map its * key to a CSS variable and update the element's transform style */ valueIsTransform && addTransformToElement(element, key); const name = getStyleName(key); const motionValue = getMotionValue(data.values, name); /** * Get definition of value, this will be used to convert numerical * keyframes into the default value type. */ const definition = transformDefinitions.get(name); /** * Stop the current animation, if any. Because this will trigger * commitStyles (DOM writes) and we might later trigger DOM reads, * this is fired now and we return a factory function to create * the actual animation that can get called in batch, */ stopAnimation(motionValue.animation, !(isEasingGenerator(easing) && motionValue.generator) && options.record !== false); /** * Batchable factory function containing all DOM reads. */ return () => { const readInitialValue = () => { var _a, _b; return (_b = (_a = style.get(element, name)) !== null && _a !== void 0 ? _a : definition === null || definition === void 0 ? void 0 : definition.initialValue) !== null && _b !== void 0 ? _b : 0; }; /** * Replace null values with the previous keyframe value, or read * it from the DOM if it's the first keyframe. */ let keyframes = hydrateKeyframes(keyframesList(keyframesDefinition), readInitialValue); /** * Detect unit type of keyframes. */ const toUnit = getUnitConverter(keyframes, definition); if (isEasingGenerator(easing)) { const custom = easing.createAnimation(keyframes, key !== "opacity", readInitialValue, name, motionValue); easing = custom.easing; keyframes = custom.keyframes || keyframes; duration = custom.duration || duration; } /** * If this is a CSS variable we need to register it with the browser * before it can be animated natively. We also set it with setProperty * rather than directly onto the element.style object. */ if (isCssVar(name)) { if (supports.cssRegisterProperty()) { registerCssVariable(name); } else { canAnimateNatively = false; } } /** * If we've been passed a custom easing function, and this browser * does **not** support linear() easing, and the value is a transform * (and thus a pure number) we can still support the custom easing * by falling back to the animation polyfill. */ if (valueIsTransform && !supports.linearEasing() && (isFunction(easing) || (isEasingList(easing) && easing.some(isFunction)))) { canAnimateNatively = false; } /** * If we can animate this value with WAAPI, do so. */ if (canAnimateNatively) { /** * Convert numbers to default value types. Currently this only supports * transforms but it could also support other value types. */ if (definition) { keyframes = keyframes.map((value) => isNumber(value) ? definition.toDefaultUnit(value) : value); } /** * If this browser doesn't support partial/implicit keyframes we need to * explicitly provide one. */ if (keyframes.length === 1 && (!supports.partialKeyframes() || isRecording)) { keyframes.unshift(readInitialValue()); } const animationOptions = { delay: time.ms(delay), duration: time.ms(duration), endDelay: time.ms(endDelay), easing: !isEasingList(easing) ? convertEasing(easing, duration) : undefined, direction, iterations: repeat + 1, fill: "both", }; animation = element.animate({ [name]: keyframes, offset, easing: isEasingList(easing) ? easing.map((thisEasing) => convertEasing(thisEasing, duration)) : undefined, }, animationOptions); /** * Polyfill finished Promise in browsers that don't support it */ if (!animation.finished) { animation.finished = new Promise((resolve, reject) => { animation.onfinish = resolve; animation.oncancel = reject; }); } const target = keyframes[keyframes.length - 1]; animation.finished .then(() => { if (persist) return; // Apply styles to target style.set(element, name, target); // Ensure fill modes don't persist animation.cancel(); }) .catch(noop); /** * This forces Webkit to run animations on the main thread by exploiting * this condition: * https://trac.webkit.org/browser/webkit/trunk/Source/WebCore/platform/graphics/ca/GraphicsLayerCA.cpp?rev=281238#L1099 * * This fixes Webkit's timing bugs, like accelerated animations falling * out of sync with main thread animations and massive delays in starting * accelerated animations in WKWebView. */ if (!allowWebkitAcceleration) animation.playbackRate = 1.000001; /** * If we can't animate the value natively then we can fallback to the numbers-only * polyfill for transforms. */ } else if (AnimationPolyfill && valueIsTransform) { /** * If any keyframe is a string (because we measured it from the DOM), we need to convert * it into a number before passing to the Animation polyfill. */ keyframes = keyframes.map((value) => typeof value === "string" ? parseFloat(value) : value); /** * If we only have a single keyframe, we need to create an initial keyframe by reading * the current value from the DOM. */ if (keyframes.length === 1) { keyframes.unshift(parseFloat(readInitialValue())); } animation = new AnimationPolyfill((latest) => { style.set(element, name, toUnit ? toUnit(latest) : latest); }, keyframes, Object.assign(Object.assign({}, options), { duration, easing })); } else { const target = keyframes[keyframes.length - 1]; style.set(element, name, definition && isNumber(target) ? definition.toDefaultUnit(target) : target); } if (isRecording) { record(element, key, keyframes, { duration, delay: delay, easing, repeat, offset, }, "motion-one"); } motionValue.setAnimation(animation); return animation; }; } const getOptions = (options, key) => /** * TODO: Make test for this * Always return a new object otherwise delay is overwritten by results of stagger * and this results in no stagger */ options[key] ? Object.assign(Object.assign({}, options), options[key]) : Object.assign({}, options); function resolveElements(elements, selectorCache) { var _a; if (typeof elements === "string") { if (selectorCache) { (_a = selectorCache[elements]) !== null && _a !== void 0 ? _a : (selectorCache[elements] = document.querySelectorAll(elements)); elements = selectorCache[elements]; } else { elements = document.querySelectorAll(elements); } } else if (elements instanceof Element) { elements = [elements]; } /** * Return an empty array */ return Array.from(elements || []); } const createAnimation = (factory) => factory(); const withControls = (animationFactory, options, duration = defaults.duration) => { return new Proxy({ animations: animationFactory.map(createAnimation).filter(Boolean), duration, options, }, controls); }; /** * TODO: * Currently this returns the first animation, ideally it would return * the first active animation. */ const getActiveAnimation = (state) => state.animations[0]; const controls = { get: (target, key) => { const activeAnimation = getActiveAnimation(target); switch (key) { case "duration": return target.duration; case "currentTime": return time.s((activeAnimation === null || activeAnimation === void 0 ? void 0 : activeAnimation[key]) || 0); case "playbackRate": case "playState": return activeAnimation === null || activeAnimation === void 0 ? void 0 : activeAnimation[key]; case "finished": if (!target.finished) { target.finished = Promise.all(target.animations.map(selectFinished)).catch(noop); } return target.finished; case "stop": return () => { target.animations.forEach((animation) => stopAnimation(animation)); }; case "forEachNative": /** * This is for internal use only, fire a callback for each * underlying animation. */ return (callback) => { target.animations.forEach((animation) => callback(animation, target)); }; default: return typeof (activeAnimation === null || activeAnimation === void 0 ? void 0 : activeAnimation[key]) === "undefined" ? undefined : () => target.animations.forEach((animation) => animation[key]()); } }, set: (target, key, value) => { switch (key) { case "currentTime": value = time.ms(value); case "currentTime": case "playbackRate": for (let i = 0; i < target.animations.length; i++) { t