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framer-motion

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A simple and powerful JavaScript animation library

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{"version":3,"file":"VisualElement.mjs","sources":["../../../src/render/VisualElement.ts"],"sourcesContent":["import {\n cancelFrame,\n complex,\n findValueType,\n frame,\n getAnimatableNone,\n isMotionValue,\n KeyframeResolver,\n microtask,\n motionValue,\n time,\n transformProps,\n type AnyResolvedKeyframe,\n type MotionValue,\n} from \"motion-dom\"\nimport type { Box } from \"motion-utils\"\nimport {\n isNumericalString,\n isZeroValueString,\n SubscriptionManager,\n warnOnce,\n} from \"motion-utils\"\nimport {\n MotionConfigContext,\n ReducedMotionConfig,\n} from \"../context/MotionConfigContext\"\nimport type { PresenceContextProps } from \"../context/PresenceContext\"\nimport { featureDefinitions } from \"../motion/features/definitions\"\nimport { Feature } from \"../motion/features/Feature\"\nimport { FeatureDefinitions } from \"../motion/features/types\"\nimport { MotionProps, MotionStyle } from \"../motion/types\"\nimport { createBox } from \"../projection/geometry/models\"\nimport { IProjectionNode } from \"../projection/node/types\"\nimport { initPrefersReducedMotion } from \"../utils/reduced-motion\"\nimport {\n hasReducedMotionListener,\n prefersReducedMotion,\n} from \"../utils/reduced-motion/state\"\nimport { visualElementStore } from \"./store\"\nimport {\n ResolvedValues,\n VisualElementEventCallbacks,\n VisualElementOptions,\n} from \"./types\"\nimport { AnimationState } from \"./utils/animation-state\"\nimport {\n isControllingVariants as checkIsControllingVariants,\n isVariantNode as checkIsVariantNode,\n} from \"./utils/is-controlling-variants\"\nimport { updateMotionValuesFromProps } from \"./utils/motion-values\"\nimport { resolveVariantFromProps } from \"./utils/resolve-variants\"\n\nconst propEventHandlers = [\n \"AnimationStart\",\n \"AnimationComplete\",\n \"Update\",\n \"BeforeLayoutMeasure\",\n \"LayoutMeasure\",\n \"LayoutAnimationStart\",\n \"LayoutAnimationComplete\",\n] as const\n\n/**\n * A VisualElement is an imperative abstraction around UI elements such as\n * HTMLElement, SVGElement, Three.Object3D etc.\n */\nexport abstract class VisualElement<\n Instance = unknown,\n RenderState = unknown,\n Options extends {} = {}\n> {\n /**\n * VisualElements are arranged in trees mirroring that of the React tree.\n * Each type of VisualElement has a unique name, to detect when we're crossing\n * type boundaries within that tree.\n */\n abstract type: string\n\n /**\n * An `Array.sort` compatible function that will compare two Instances and\n * compare their respective positions within the tree.\n */\n abstract sortInstanceNodePosition(a: Instance, b: Instance): number\n\n /**\n * Measure the viewport-relative bounding box of the Instance.\n */\n abstract measureInstanceViewportBox(\n instance: Instance,\n props: MotionProps & Partial<MotionConfigContext>\n ): Box\n\n /**\n * When a value has been removed from all animation props we need to\n * pick a target to animate back to. For instance, for HTMLElements\n * we can look in the style prop.\n */\n abstract getBaseTargetFromProps(\n props: MotionProps,\n key: string\n ): AnyResolvedKeyframe | undefined | MotionValue\n\n /**\n * When we first animate to a value we need to animate it *from* a value.\n * Often this have been specified via the initial prop but it might be\n * that the value needs to be read from the Instance.\n */\n abstract readValueFromInstance(\n instance: Instance,\n key: string,\n options: Options\n ): AnyResolvedKeyframe | null | undefined\n\n /**\n * When a value has been removed from the VisualElement we use this to remove\n * it from the inherting class' unique render state.\n */\n abstract removeValueFromRenderState(\n key: string,\n renderState: RenderState\n ): void\n\n /**\n * Run before a React or VisualElement render, builds the latest motion\n * values into an Instance-specific format. For example, HTMLVisualElement\n * will use this step to build `style` and `var` values.\n */\n abstract build(\n renderState: RenderState,\n latestValues: ResolvedValues,\n props: MotionProps\n ): void\n\n /**\n * Apply the built values to the Instance. For example, HTMLElements will have\n * styles applied via `setProperty` and the style attribute, whereas SVGElements\n * will have values applied to attributes.\n */\n abstract renderInstance(\n instance: Instance,\n renderState: RenderState,\n styleProp?: MotionStyle,\n projection?: IProjectionNode\n ): void\n\n /**\n * This method is called when a transform property is bound to a motion value.\n * It's currently used to measure SVG elements when a new transform property is bound.\n */\n onBindTransform?(): void\n\n /**\n * If the component child is provided as a motion value, handle subscriptions\n * with the renderer-specific VisualElement.\n */\n handleChildMotionValue?(): void\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(\n _props: MotionProps,\n _prevProps: MotionProps,\n _visualElement: VisualElement\n ): {\n [key: string]: MotionValue | AnyResolvedKeyframe\n } {\n return {}\n }\n\n /**\n * A reference to the current underlying Instance, e.g. a HTMLElement\n * or Three.Mesh etc.\n */\n current: Instance | null = null\n\n /**\n * A reference to the parent VisualElement (if exists).\n */\n parent: VisualElement | undefined\n\n /**\n * A set containing references to this VisualElement's children.\n */\n children = new Set<VisualElement>()\n\n /**\n * A set containing the latest children of this VisualElement. This is flushed\n * at the start of every commit. We use it to calculate the stagger delay\n * for newly-added children.\n */\n enteringChildren?: Set<VisualElement>\n\n /**\n * The depth of this VisualElement within the overall VisualElement tree.\n */\n depth: number\n\n /**\n * The current render state of this VisualElement. Defined by inherting VisualElements.\n */\n renderState: RenderState\n\n /**\n * An object containing the latest static values for each of this VisualElement's\n * MotionValues.\n */\n latestValues: ResolvedValues\n\n /**\n * Determine what role this visual element should take in the variant tree.\n */\n isVariantNode: boolean = false\n isControllingVariants: boolean = false\n\n /**\n * If this component is part of the variant tree, it should track\n * any children that are also part of the tree. This is essentially\n * a shadow tree to simplify logic around how to stagger over children.\n */\n variantChildren?: Set<VisualElement>\n\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 shouldReduceMotion: boolean | null = null\n\n /**\n * Normally, if a component is controlled by a parent's variants, it can\n * rely on that ancestor to trigger animations further down the tree.\n * However, if a component is created after its parent is mounted, the parent\n * won't trigger that mount animation so the child needs to.\n *\n * TODO: This might be better replaced with a method isParentMounted\n */\n manuallyAnimateOnMount: boolean\n\n /**\n * This can be set by AnimatePresence to force components that mount\n * at the same time as it to mount as if they have initial={false} set.\n */\n blockInitialAnimation: boolean\n\n /**\n * A reference to this VisualElement's projection node, used in layout animations.\n */\n projection?: IProjectionNode\n\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 values = new Map<string, MotionValue>()\n\n /**\n * The AnimationState, this is hydrated by the animation Feature.\n */\n animationState?: AnimationState\n\n KeyframeResolver = KeyframeResolver\n\n /**\n * The options used to create this VisualElement. The Options type is defined\n * by the inheriting VisualElement and is passed straight through to the render functions.\n */\n readonly options: Options\n\n /**\n * A reference to the latest props provided to the VisualElement's host React component.\n */\n props: MotionProps\n prevProps?: MotionProps\n\n presenceContext: PresenceContextProps | null\n prevPresenceContext?: PresenceContextProps | null\n\n /**\n * Cleanup functions for active features (hover/tap/exit etc)\n */\n private features: {\n [K in keyof FeatureDefinitions]?: Feature<Instance>\n } = {}\n\n /**\n * A map of every subscription that binds the provided or generated\n * motion values onChange listeners to this visual element.\n */\n private valueSubscriptions = new Map<string, VoidFunction>()\n\n /**\n * A reference to the ReducedMotionConfig passed to the VisualElement's host React component.\n */\n private reducedMotionConfig: ReducedMotionConfig | undefined\n\n /**\n * On mount, this will be hydrated with a callback to disconnect\n * this visual element from its parent on unmount.\n */\n private removeFromVariantTree: undefined | VoidFunction\n\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 private prevMotionValues: MotionStyle = {}\n\n /**\n * When values are removed from all animation props we need to search\n * for a fallback value to animate to. These values are tracked in baseTarget.\n */\n private baseTarget: ResolvedValues\n\n /**\n * Create an object of the values we initially animated from (if initial prop present).\n */\n private initialValues: ResolvedValues\n\n /**\n * An object containing a SubscriptionManager for each active event.\n */\n private events: {\n [key: string]: SubscriptionManager<any>\n } = {}\n\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 private propEventSubscriptions: {\n [key: string]: VoidFunction\n } = {}\n\n constructor(\n {\n parent,\n props,\n presenceContext,\n reducedMotionConfig,\n blockInitialAnimation,\n visualState,\n }: VisualElementOptions<Instance, RenderState>,\n options: Options = {} as any\n ) {\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\n this.isControllingVariants = checkIsControllingVariants(props)\n this.isVariantNode = checkIsVariantNode(props)\n if (this.isVariantNode) {\n this.variantChildren = new Set()\n }\n\n this.manuallyAnimateOnMount = Boolean(parent && parent.current)\n\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 necessarily a breaking change,\n * more a reflection of the test.\n */\n const { willChange, ...initialMotionValues } =\n this.scrapeMotionValuesFromProps(props, {}, this)\n\n for (const key in initialMotionValues) {\n const value = initialMotionValues[key]\n\n if (latestValues[key] !== undefined && isMotionValue(value)) {\n value.set(latestValues[key])\n }\n }\n }\n\n mount(instance: Instance) {\n this.current = instance\n\n visualElementStore.set(instance, this)\n\n if (this.projection && !this.projection.instance) {\n this.projection.mount(instance)\n }\n\n if (this.parent && this.isVariantNode && !this.isControllingVariants) {\n this.removeFromVariantTree = this.parent.addVariantChild(this)\n }\n\n this.values.forEach((value, key) => this.bindToMotionValue(key, value))\n\n /**\n * Determine reduced motion preference. Only initialize the matchMedia\n * listener if we actually need the dynamic value (i.e., when config\n * is neither \"never\" nor \"always\").\n */\n if (this.reducedMotionConfig === \"never\") {\n this.shouldReduceMotion = false\n } else if (this.reducedMotionConfig === \"always\") {\n this.shouldReduceMotion = true\n } else {\n if (!hasReducedMotionListener.current) {\n initPrefersReducedMotion()\n }\n this.shouldReduceMotion = prefersReducedMotion.current\n }\n\n if (process.env.NODE_ENV !== \"production\") {\n warnOnce(\n this.shouldReduceMotion !== true,\n \"You have Reduced Motion enabled on your device. Animations may not appear as expected.\",\n \"reduced-motion-disabled\"\n )\n }\n\n this.parent?.addChild(this)\n\n this.update(this.props, this.presenceContext)\n }\n\n unmount() {\n this.projection && this.projection.unmount()\n cancelFrame(this.notifyUpdate)\n cancelFrame(this.render)\n this.valueSubscriptions.forEach((remove) => remove())\n this.valueSubscriptions.clear()\n this.removeFromVariantTree && this.removeFromVariantTree()\n this.parent?.removeChild(this)\n\n for (const key in this.events) {\n this.events[key].clear()\n }\n\n for (const key in this.features) {\n const feature = this.features[key as keyof typeof this.features]\n if (feature) {\n feature.unmount()\n feature.isMounted = false\n }\n }\n this.current = null\n }\n\n addChild(child: VisualElement) {\n this.children.add(child)\n this.enteringChildren ??= new Set()\n this.enteringChildren.add(child)\n }\n\n removeChild(child: VisualElement) {\n this.children.delete(child)\n this.enteringChildren && this.enteringChildren.delete(child)\n }\n\n private bindToMotionValue(key: string, value: MotionValue) {\n if (this.valueSubscriptions.has(key)) {\n this.valueSubscriptions.get(key)!()\n }\n\n const valueIsTransform = transformProps.has(key)\n\n if (valueIsTransform && this.onBindTransform) {\n this.onBindTransform()\n }\n\n const removeOnChange = value.on(\n \"change\",\n (latestValue: AnyResolvedKeyframe) => {\n this.latestValues[key] = latestValue\n\n this.props.onUpdate && frame.preRender(this.notifyUpdate)\n\n if (valueIsTransform && this.projection) {\n this.projection.isTransformDirty = true\n }\n\n this.scheduleRender()\n }\n )\n\n let removeSyncCheck: VoidFunction | void\n if (window.MotionCheckAppearSync) {\n removeSyncCheck = window.MotionCheckAppearSync(this, key, value)\n }\n\n this.valueSubscriptions.set(key, () => {\n removeOnChange()\n if (removeSyncCheck) removeSyncCheck()\n if (value.owner) value.stop()\n })\n }\n\n sortNodePosition(other: VisualElement<Instance>) {\n /**\n * If these nodes aren't even of the same type we can't compare their depth.\n */\n if (\n !this.current ||\n !this.sortInstanceNodePosition ||\n this.type !== other.type\n ) {\n return 0\n }\n\n return this.sortInstanceNodePosition(\n this.current as Instance,\n other.current as Instance\n )\n }\n\n updateFeatures() {\n let key: keyof typeof featureDefinitions = \"animation\"\n\n for (key in featureDefinitions) {\n const featureDefinition = featureDefinitions[key]\n\n if (!featureDefinition) continue\n\n const { isEnabled, Feature: FeatureConstructor } = featureDefinition\n\n /**\n * If this feature is enabled but not active, make a new instance.\n */\n if (\n !this.features[key] &&\n FeatureConstructor &&\n isEnabled(this.props)\n ) {\n this.features[key] = new FeatureConstructor(this) as any\n }\n\n /**\n * If we have a feature, mount or update it.\n */\n if (this.features[key]) {\n const feature = this.features[key]!\n if (feature.isMounted) {\n feature.update()\n } else {\n feature.mount()\n feature.isMounted = true\n }\n }\n }\n }\n\n notifyUpdate = () => this.notify(\"Update\", this.latestValues)\n\n triggerBuild() {\n this.build(this.renderState, this.latestValues, this.props)\n }\n\n render = () => {\n if (!this.current) return\n this.triggerBuild()\n this.renderInstance(\n this.current,\n this.renderState,\n this.props.style,\n this.projection\n )\n }\n\n private renderScheduledAt = 0.0\n scheduleRender = () => {\n const now = time.now()\n if (this.renderScheduledAt < now) {\n this.renderScheduledAt = now\n frame.render(this.render, false, true)\n }\n }\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\n getStaticValue(key: string) {\n return this.latestValues[key]\n }\n\n setStaticValue(key: string, value: AnyResolvedKeyframe) {\n this.latestValues[key] = value\n }\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: MotionProps, presenceContext: PresenceContextProps | null) {\n if (props.transformTemplate || this.props.transformTemplate) {\n this.scheduleRender()\n }\n\n this.prevProps = this.props\n this.props = props\n\n this.prevPresenceContext = this.presenceContext\n this.presenceContext = presenceContext\n\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\n const listenerName = (\"on\" + key) as keyof typeof props\n const listener = props[listenerName]\n if (listener) {\n this.propEventSubscriptions[key] = this.on(key as any, listener)\n }\n }\n\n this.prevMotionValues = updateMotionValuesFromProps(\n this,\n this.scrapeMotionValuesFromProps(props, this.prevProps, this),\n this.prevMotionValues\n )\n\n if (this.handleChildMotionValue) {\n this.handleChildMotionValue()\n }\n }\n\n getProps() {\n return this.props\n }\n\n /**\n * Returns the variant definition with a given name.\n */\n getVariant(name: string) {\n return this.props.variants ? this.props.variants[name] : undefined\n }\n\n /**\n * Returns the defined default transition on this component.\n */\n getDefaultTransition() {\n return this.props.transition\n }\n\n getTransformPagePoint() {\n return (this.props as any).transformPagePoint\n }\n\n getClosestVariantNode(): VisualElement | undefined {\n return this.isVariantNode\n ? this\n : this.parent\n ? this.parent.getClosestVariantNode()\n : undefined\n }\n\n /**\n * Add a child visual element to our set of children.\n */\n addVariantChild(child: VisualElement) {\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 /**\n * Add a motion value and bind it to this visual element.\n */\n addValue(key: string, value: MotionValue) {\n // Remove existing value if it exists\n const existingValue = this.values.get(key)\n\n if (value !== existingValue) {\n if (existingValue) this.removeValue(key)\n this.bindToMotionValue(key, value)\n this.values.set(key, value)\n this.latestValues[key] = value.get()\n }\n }\n\n /**\n * Remove a motion value and unbind any active subscriptions.\n */\n removeValue(key: string) {\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 /**\n * Check whether we have a motion value for this key\n */\n hasValue(key: string) {\n return this.values.has(key)\n }\n\n /**\n * Get a motion value for this key. If called with a default\n * value, we'll create one if none exists.\n */\n getValue(key: string): MotionValue | undefined\n getValue(key: string, defaultValue: AnyResolvedKeyframe | null): MotionValue\n getValue(\n key: string,\n defaultValue?: AnyResolvedKeyframe | null\n ): MotionValue | undefined {\n if (this.props.values && this.props.values[key]) {\n return this.props.values[key]\n }\n\n let value = this.values.get(key)\n\n if (value === undefined && defaultValue !== undefined) {\n value = motionValue(\n defaultValue === null ? undefined : defaultValue,\n { owner: this }\n )\n this.addValue(key, value)\n }\n\n return value\n }\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: string, target?: AnyResolvedKeyframe | null) {\n let value =\n this.latestValues[key] !== undefined || !this.current\n ? this.latestValues[key]\n : this.getBaseTargetFromProps(this.props, key) ??\n this.readValueFromInstance(this.current, key, this.options)\n\n if (value !== undefined && value !== null) {\n if (\n typeof value === \"string\" &&\n (isNumericalString(value) || isZeroValueString(value))\n ) {\n // If this is a number read as a string, ie \"0\" or \"200\", convert it to a number\n value = parseFloat(value)\n } else if (!findValueType(value) && complex.test(target)) {\n value = getAnimatableNone(key, target as string)\n }\n\n this.setBaseTarget(key, isMotionValue(value) ? value.get() : value)\n }\n\n return isMotionValue(value) ? value.get() : value\n }\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: string, value: AnyResolvedKeyframe) {\n this.baseTarget[key] = value\n }\n\n /**\n * Find the base target for a value thats been removed from all animation\n * props.\n */\n getBaseTarget(key: string): ResolvedValues[string] | undefined | null {\n const { initial } = this.props\n\n let valueFromInitial: ResolvedValues[string] | undefined | null\n\n if (typeof initial === \"string\" || typeof initial === \"object\") {\n const variant = resolveVariantFromProps(\n this.props,\n initial as any,\n this.presenceContext?.custom\n )\n if (variant) {\n valueFromInitial = variant[\n key as keyof typeof variant\n ] as string\n }\n }\n\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 /**\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)) return target\n\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\n on<EventName extends keyof VisualElementEventCallbacks>(\n eventName: EventName,\n callback: VisualElementEventCallbacks[EventName]\n ) {\n if (!this.events[eventName]) {\n this.events[eventName] = new SubscriptionManager()\n }\n\n return this.events[eventName].add(callback)\n }\n\n notify<EventName extends keyof VisualElementEventCallbacks>(\n eventName: EventName,\n ...args: any\n ) {\n if (this.events[eventName]) {\n this.events[eventName].notify(...args)\n }\n }\n\n scheduleRenderMicrotask() {\n microtask.render(this.render)\n 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