framer-motion
Version:
A simple and powerful JavaScript animation library
1,269 lines (1,253 loc) • 63.6 kB
JavaScript
'use strict';
var motionDom = require('motion-dom');
var React = require('react');
var index = require('./index-6W16WHlG.js');
var motionUtils = require('motion-utils');
var jsxRuntime = require('react/jsx-runtime');
/**
* When a component is the child of `AnimatePresence`, it can use `usePresence`
* to access information about whether it's still present in the React tree.
*
* ```jsx
* import { usePresence } from "framer-motion"
*
* export const Component = () => {
* const [isPresent, safeToRemove] = usePresence()
*
* useEffect(() => {
* !isPresent && setTimeout(safeToRemove, 1000)
* }, [isPresent])
*
* return <div />
* }
* ```
*
* If `isPresent` is `false`, it means that a component has been removed from the tree,
* but `AnimatePresence` won't really remove it until `safeToRemove` has been called.
*
* @public
*/
function usePresence(subscribe = true) {
const context = React.useContext(index.PresenceContext);
if (context === null)
return [true, null];
const { isPresent, onExitComplete, register } = context;
// It's safe to call the following hooks conditionally (after an early return) because the context will always
// either be null or non-null for the lifespan of the component.
const id = React.useId();
React.useEffect(() => {
if (subscribe) {
return register(id);
}
}, [subscribe]);
const safeToRemove = React.useCallback(() => subscribe && onExitComplete && onExitComplete(id), [id, onExitComplete, subscribe]);
return !isPresent && onExitComplete ? [false, safeToRemove] : [true];
}
/**
* Similar to `usePresence`, except `useIsPresent` simply returns whether or not the component is present.
* There is no `safeToRemove` function.
*
* ```jsx
* import { useIsPresent } from "framer-motion"
*
* export const Component = () => {
* const isPresent = useIsPresent()
*
* useEffect(() => {
* !isPresent && console.log("I've been removed!")
* }, [isPresent])
*
* return <div />
* }
* ```
*
* @public
*/
function useIsPresent() {
return isPresent(React.useContext(index.PresenceContext));
}
function isPresent(context) {
return context === null ? true : context.isPresent;
}
const createDomVisualElement = (Component, options) => {
/**
* Use explicit isSVG override if provided, otherwise auto-detect
*/
const isSVG = options.isSVG ?? index.isSVGComponent(Component);
return isSVG
? new motionDom.SVGVisualElement(options)
: new motionDom.HTMLVisualElement(options, {
allowProjection: Component !== React.Fragment,
});
};
class AnimationFeature extends motionDom.Feature {
/**
* We dynamically generate the AnimationState manager as it contains a reference
* to the underlying animation library. We only want to load that if we load this,
* so people can optionally code split it out using the `m` component.
*/
constructor(node) {
super(node);
node.animationState || (node.animationState = motionDom.createAnimationState(node));
}
updateAnimationControlsSubscription() {
const { animate } = this.node.getProps();
if (motionDom.isAnimationControls(animate)) {
this.unmountControls = animate.subscribe(this.node);
}
}
/**
* Subscribe any provided AnimationControls to the component's VisualElement
*/
mount() {
this.updateAnimationControlsSubscription();
}
update() {
const { animate } = this.node.getProps();
const { animate: prevAnimate } = this.node.prevProps || {};
if (animate !== prevAnimate) {
this.updateAnimationControlsSubscription();
}
}
unmount() {
this.node.animationState.reset();
this.unmountControls?.();
}
}
let id = 0;
class ExitAnimationFeature extends motionDom.Feature {
constructor() {
super(...arguments);
this.id = id++;
this.isExitComplete = false;
}
update() {
if (!this.node.presenceContext)
return;
const { isPresent, onExitComplete } = this.node.presenceContext;
const { isPresent: prevIsPresent } = this.node.prevPresenceContext || {};
if (!this.node.animationState || isPresent === prevIsPresent) {
return;
}
if (isPresent && prevIsPresent === false) {
/**
* When re-entering, if the exit animation already completed
* (element is at rest), reset to initial values so the enter
* animation replays from the correct position.
*/
if (this.isExitComplete) {
const { initial, custom } = this.node.getProps();
if (typeof initial === "string" ||
(typeof initial === "object" &&
initial !== null &&
!Array.isArray(initial))) {
const resolved = motionDom.resolveVariant(this.node, initial, custom);
if (resolved) {
const { transition, transitionEnd, ...target } = resolved;
for (const key in target) {
this.node
.getValue(key)
?.jump(target[key]);
}
}
}
this.node.animationState.reset();
this.node.animationState.animateChanges();
}
else {
this.node.animationState.setActive("exit", false);
}
this.isExitComplete = false;
return;
}
const exitAnimation = this.node.animationState.setActive("exit", !isPresent);
if (onExitComplete && !isPresent) {
exitAnimation.then(() => {
this.isExitComplete = true;
onExitComplete(this.id);
});
}
}
mount() {
const { register, onExitComplete } = this.node.presenceContext || {};
if (onExitComplete) {
onExitComplete(this.id);
}
if (register) {
this.unmount = register(this.id);
}
}
unmount() { }
}
const animations = {
animation: {
Feature: AnimationFeature,
},
exit: {
Feature: ExitAnimationFeature,
},
};
function extractEventInfo(event) {
return {
point: {
x: event.pageX,
y: event.pageY,
},
};
}
const addPointerInfo = (handler) => (event) => motionDom.isPrimaryPointer(event) && handler(event, extractEventInfo(event));
function addPointerEvent(target, eventName, handler, options) {
return motionDom.addDomEvent(target, eventName, addPointerInfo(handler), options);
}
// Fixes https://github.com/motiondivision/motion/issues/2270
const getContextWindow = ({ current }) => {
return current ? current.ownerDocument.defaultView : null;
};
const distance = (a, b) => Math.abs(a - b);
function distance2D(a, b) {
// Multi-dimensional
const xDelta = distance(a.x, b.x);
const yDelta = distance(a.y, b.y);
return Math.sqrt(xDelta ** 2 + yDelta ** 2);
}
const overflowStyles = /*#__PURE__*/ new Set(["auto", "scroll"]);
/**
* @internal
*/
class PanSession {
constructor(event, handlers, { transformPagePoint, contextWindow = window, dragSnapToOrigin = false, distanceThreshold = 3, element, } = {}) {
/**
* @internal
*/
this.startEvent = null;
/**
* @internal
*/
this.lastMoveEvent = null;
/**
* @internal
*/
this.lastMoveEventInfo = null;
/**
* Raw (untransformed) event info, re-transformed each frame
* so transformPagePoint sees the current parent matrix.
* @internal
*/
this.lastRawMoveEventInfo = null;
/**
* @internal
*/
this.handlers = {};
/**
* @internal
*/
this.contextWindow = window;
/**
* Scroll positions of scrollable ancestors and window.
* @internal
*/
this.scrollPositions = new Map();
/**
* Cleanup function for scroll listeners.
* @internal
*/
this.removeScrollListeners = null;
this.onElementScroll = (event) => {
this.handleScroll(event.target);
};
this.onWindowScroll = () => {
this.handleScroll(window);
};
this.updatePoint = () => {
if (!(this.lastMoveEvent && this.lastMoveEventInfo))
return;
// Re-transform raw point through current transformPagePoint so
// animated parent transforms (e.g. rotation) are picked up each frame
if (this.lastRawMoveEventInfo) {
this.lastMoveEventInfo = transformPoint(this.lastRawMoveEventInfo, this.transformPagePoint);
}
const info = getPanInfo(this.lastMoveEventInfo, this.history);
const isPanStarted = this.startEvent !== null;
// Only start panning if the offset is larger than 3 pixels. If we make it
// any larger than this we'll want to reset the pointer history
// on the first update to avoid visual snapping to the cursor.
const isDistancePastThreshold = distance2D(info.offset, { x: 0, y: 0 }) >= this.distanceThreshold;
if (!isPanStarted && !isDistancePastThreshold)
return;
const { point } = info;
const { timestamp } = motionDom.frameData;
this.history.push({ ...point, timestamp });
const { onStart, onMove } = this.handlers;
if (!isPanStarted) {
onStart && onStart(this.lastMoveEvent, info);
this.startEvent = this.lastMoveEvent;
}
onMove && onMove(this.lastMoveEvent, info);
};
this.handlePointerMove = (event, info) => {
this.lastMoveEvent = event;
this.lastRawMoveEventInfo = info;
this.lastMoveEventInfo = transformPoint(info, this.transformPagePoint);
// Throttle mouse move event to once per frame
motionDom.frame.update(this.updatePoint, true);
};
this.handlePointerUp = (event, info) => {
this.end();
const { onEnd, onSessionEnd, resumeAnimation } = this.handlers;
// Resume animation if dragSnapToOrigin is set OR if no drag started (user just clicked)
// This ensures constraint animations continue when interrupted by a click
if (this.dragSnapToOrigin || !this.startEvent) {
resumeAnimation && resumeAnimation();
}
if (!(this.lastMoveEvent && this.lastMoveEventInfo))
return;
const panInfo = getPanInfo(event.type === "pointercancel"
? this.lastMoveEventInfo
: transformPoint(info, this.transformPagePoint), this.history);
if (this.startEvent && onEnd) {
onEnd(event, panInfo);
}
onSessionEnd && onSessionEnd(event, panInfo);
};
// If we have more than one touch, don't start detecting this gesture
if (!motionDom.isPrimaryPointer(event))
return;
this.dragSnapToOrigin = dragSnapToOrigin;
this.handlers = handlers;
this.transformPagePoint = transformPagePoint;
this.distanceThreshold = distanceThreshold;
this.contextWindow = contextWindow || window;
const info = extractEventInfo(event);
const initialInfo = transformPoint(info, this.transformPagePoint);
const { point } = initialInfo;
const { timestamp } = motionDom.frameData;
this.history = [{ ...point, timestamp }];
const { onSessionStart } = handlers;
onSessionStart &&
onSessionStart(event, getPanInfo(initialInfo, this.history));
this.removeListeners = motionUtils.pipe(addPointerEvent(this.contextWindow, "pointermove", this.handlePointerMove), addPointerEvent(this.contextWindow, "pointerup", this.handlePointerUp), addPointerEvent(this.contextWindow, "pointercancel", this.handlePointerUp));
// Start scroll tracking if element provided
if (element) {
this.startScrollTracking(element);
}
}
/**
* Start tracking scroll on ancestors and window.
*/
startScrollTracking(element) {
// Store initial scroll positions for scrollable ancestors
let current = element.parentElement;
while (current) {
const style = getComputedStyle(current);
if (overflowStyles.has(style.overflowX) ||
overflowStyles.has(style.overflowY)) {
this.scrollPositions.set(current, {
x: current.scrollLeft,
y: current.scrollTop,
});
}
current = current.parentElement;
}
// Track window scroll
this.scrollPositions.set(window, {
x: window.scrollX,
y: window.scrollY,
});
// Capture listener catches element scroll events as they bubble
window.addEventListener("scroll", this.onElementScroll, {
capture: true,
});
// Direct window scroll listener (window scroll doesn't bubble)
window.addEventListener("scroll", this.onWindowScroll);
this.removeScrollListeners = () => {
window.removeEventListener("scroll", this.onElementScroll, {
capture: true,
});
window.removeEventListener("scroll", this.onWindowScroll);
};
}
/**
* Handle scroll compensation during drag.
*
* For element scroll: adjusts history origin since pageX/pageY doesn't change.
* For window scroll: adjusts lastMoveEventInfo since pageX/pageY would change.
*/
handleScroll(target) {
const initial = this.scrollPositions.get(target);
if (!initial)
return;
const isWindow = target === window;
const current = isWindow
? { x: window.scrollX, y: window.scrollY }
: {
x: target.scrollLeft,
y: target.scrollTop,
};
const delta = { x: current.x - initial.x, y: current.y - initial.y };
if (delta.x === 0 && delta.y === 0)
return;
if (isWindow) {
// Window scroll: pageX/pageY changes, so update lastMoveEventInfo
if (this.lastMoveEventInfo) {
this.lastMoveEventInfo.point.x += delta.x;
this.lastMoveEventInfo.point.y += delta.y;
}
}
else {
// Element scroll: pageX/pageY unchanged, so adjust history origin
if (this.history.length > 0) {
this.history[0].x -= delta.x;
this.history[0].y -= delta.y;
}
}
this.scrollPositions.set(target, current);
motionDom.frame.update(this.updatePoint, true);
}
updateHandlers(handlers) {
this.handlers = handlers;
}
end() {
this.removeListeners && this.removeListeners();
this.removeScrollListeners && this.removeScrollListeners();
this.scrollPositions.clear();
motionDom.cancelFrame(this.updatePoint);
}
}
function transformPoint(info, transformPagePoint) {
return transformPagePoint ? { point: transformPagePoint(info.point) } : info;
}
function subtractPoint(a, b) {
return { x: a.x - b.x, y: a.y - b.y };
}
function getPanInfo({ point }, history) {
return {
point,
delta: subtractPoint(point, lastDevicePoint(history)),
offset: subtractPoint(point, startDevicePoint(history)),
velocity: getVelocity(history, 0.1),
};
}
function startDevicePoint(history) {
return history[0];
}
function lastDevicePoint(history) {
return history[history.length - 1];
}
function getVelocity(history, timeDelta) {
if (history.length < 2) {
return { x: 0, y: 0 };
}
let i = history.length - 1;
let timestampedPoint = null;
const lastPoint = lastDevicePoint(history);
while (i >= 0) {
timestampedPoint = history[i];
if (lastPoint.timestamp - timestampedPoint.timestamp >
motionUtils.secondsToMilliseconds(timeDelta)) {
break;
}
i--;
}
if (!timestampedPoint) {
return { x: 0, y: 0 };
}
/**
* If the selected point is the pointer-down origin (history[0]),
* there are better movement points available, and the time gap
* is suspiciously large (>2x timeDelta), use the next point instead.
* This prevents stale pointer-down points from diluting velocity
* in hold-then-flick gestures.
*/
if (timestampedPoint === history[0] &&
history.length > 2 &&
lastPoint.timestamp - timestampedPoint.timestamp >
motionUtils.secondsToMilliseconds(timeDelta) * 2) {
timestampedPoint = history[1];
}
const time = motionUtils.millisecondsToSeconds(lastPoint.timestamp - timestampedPoint.timestamp);
if (time === 0) {
return { x: 0, y: 0 };
}
const currentVelocity = {
x: (lastPoint.x - timestampedPoint.x) / time,
y: (lastPoint.y - timestampedPoint.y) / time,
};
if (currentVelocity.x === Infinity) {
currentVelocity.x = 0;
}
if (currentVelocity.y === Infinity) {
currentVelocity.y = 0;
}
return currentVelocity;
}
/**
* Apply constraints to a point. These constraints are both physical along an
* axis, and an elastic factor that determines how much to constrain the point
* by if it does lie outside the defined parameters.
*/
function applyConstraints(point, { min, max }, elastic) {
if (min !== undefined && point < min) {
// If we have a min point defined, and this is outside of that, constrain
point = elastic
? motionDom.mixNumber(min, point, elastic.min)
: Math.max(point, min);
}
else if (max !== undefined && point > max) {
// If we have a max point defined, and this is outside of that, constrain
point = elastic
? motionDom.mixNumber(max, point, elastic.max)
: Math.min(point, max);
}
return point;
}
/**
* Calculate constraints in terms of the viewport when defined relatively to the
* measured axis. This is measured from the nearest edge, so a max constraint of 200
* on an axis with a max value of 300 would return a constraint of 500 - axis length
*/
function calcRelativeAxisConstraints(axis, min, max) {
return {
min: min !== undefined ? axis.min + min : undefined,
max: max !== undefined
? axis.max + max - (axis.max - axis.min)
: undefined,
};
}
/**
* Calculate constraints in terms of the viewport when
* defined relatively to the measured bounding box.
*/
function calcRelativeConstraints(layoutBox, { top, left, bottom, right }) {
return {
x: calcRelativeAxisConstraints(layoutBox.x, left, right),
y: calcRelativeAxisConstraints(layoutBox.y, top, bottom),
};
}
/**
* Calculate viewport constraints when defined as another viewport-relative axis
*/
function calcViewportAxisConstraints(layoutAxis, constraintsAxis) {
let min = constraintsAxis.min - layoutAxis.min;
let max = constraintsAxis.max - layoutAxis.max;
// If the constraints axis is actually smaller than the layout axis then we can
// flip the constraints
if (constraintsAxis.max - constraintsAxis.min <
layoutAxis.max - layoutAxis.min) {
[min, max] = [max, min];
}
return { min, max };
}
/**
* Calculate viewport constraints when defined as another viewport-relative box
*/
function calcViewportConstraints(layoutBox, constraintsBox) {
return {
x: calcViewportAxisConstraints(layoutBox.x, constraintsBox.x),
y: calcViewportAxisConstraints(layoutBox.y, constraintsBox.y),
};
}
/**
* Calculate a transform origin relative to the source axis, between 0-1, that results
* in an asthetically pleasing scale/transform needed to project from source to target.
*/
function calcOrigin(source, target) {
let origin = 0.5;
const sourceLength = motionDom.calcLength(source);
const targetLength = motionDom.calcLength(target);
if (targetLength > sourceLength) {
origin = motionUtils.progress(target.min, target.max - sourceLength, source.min);
}
else if (sourceLength > targetLength) {
origin = motionUtils.progress(source.min, source.max - targetLength, target.min);
}
return motionUtils.clamp(0, 1, origin);
}
/**
* Rebase the calculated viewport constraints relative to the layout.min point.
*/
function rebaseAxisConstraints(layout, constraints) {
const relativeConstraints = {};
if (constraints.min !== undefined) {
relativeConstraints.min = constraints.min - layout.min;
}
if (constraints.max !== undefined) {
relativeConstraints.max = constraints.max - layout.min;
}
return relativeConstraints;
}
const defaultElastic = 0.35;
/**
* Accepts a dragElastic prop and returns resolved elastic values for each axis.
*/
function resolveDragElastic(dragElastic = defaultElastic) {
if (dragElastic === false) {
dragElastic = 0;
}
else if (dragElastic === true) {
dragElastic = defaultElastic;
}
return {
x: resolveAxisElastic(dragElastic, "left", "right"),
y: resolveAxisElastic(dragElastic, "top", "bottom"),
};
}
function resolveAxisElastic(dragElastic, minLabel, maxLabel) {
return {
min: resolvePointElastic(dragElastic, minLabel),
max: resolvePointElastic(dragElastic, maxLabel),
};
}
function resolvePointElastic(dragElastic, label) {
return typeof dragElastic === "number"
? dragElastic
: dragElastic[label] || 0;
}
const elementDragControls = new WeakMap();
class VisualElementDragControls {
constructor(visualElement) {
this.openDragLock = null;
this.isDragging = false;
this.currentDirection = null;
this.originPoint = { x: 0, y: 0 };
/**
* The permitted boundaries of travel, in pixels.
*/
this.constraints = false;
this.hasMutatedConstraints = false;
/**
* The per-axis resolved elastic values.
*/
this.elastic = motionDom.createBox();
/**
* The latest pointer event. Used as fallback when the `cancel` and `stop` functions are called without arguments.
*/
this.latestPointerEvent = null;
/**
* The latest pan info. Used as fallback when the `cancel` and `stop` functions are called without arguments.
*/
this.latestPanInfo = null;
this.visualElement = visualElement;
}
start(originEvent, { snapToCursor = false, distanceThreshold } = {}) {
/**
* Don't start dragging if this component is exiting
*/
const { presenceContext } = this.visualElement;
if (presenceContext && presenceContext.isPresent === false)
return;
const onSessionStart = (event) => {
if (snapToCursor) {
this.snapToCursor(extractEventInfo(event).point);
}
this.stopAnimation();
};
const onStart = (event, info) => {
// Attempt to grab the global drag gesture lock - maybe make this part of PanSession
const { drag, dragPropagation, onDragStart } = this.getProps();
if (drag && !dragPropagation) {
if (this.openDragLock)
this.openDragLock();
this.openDragLock = motionDom.setDragLock(drag);
// If we don 't have the lock, don't start dragging
if (!this.openDragLock)
return;
}
this.latestPointerEvent = event;
this.latestPanInfo = info;
this.isDragging = true;
this.currentDirection = null;
this.resolveConstraints();
if (this.visualElement.projection) {
this.visualElement.projection.isAnimationBlocked = true;
this.visualElement.projection.target = undefined;
}
/**
* Record gesture origin and pointer offset
*/
motionDom.eachAxis((axis) => {
let current = this.getAxisMotionValue(axis).get() || 0;
/**
* If the MotionValue is a percentage value convert to px
*/
if (motionDom.percent.test(current)) {
const { projection } = this.visualElement;
if (projection && projection.layout) {
const measuredAxis = projection.layout.layoutBox[axis];
if (measuredAxis) {
const length = motionDom.calcLength(measuredAxis);
current = length * (parseFloat(current) / 100);
}
}
}
this.originPoint[axis] = current;
});
// Fire onDragStart event
if (onDragStart) {
motionDom.frame.update(() => onDragStart(event, info), false, true);
}
motionDom.addValueToWillChange(this.visualElement, "transform");
const { animationState } = this.visualElement;
animationState && animationState.setActive("whileDrag", true);
};
const onMove = (event, info) => {
this.latestPointerEvent = event;
this.latestPanInfo = info;
const { dragPropagation, dragDirectionLock, onDirectionLock, onDrag, } = this.getProps();
// If we didn't successfully receive the gesture lock, early return.
if (!dragPropagation && !this.openDragLock)
return;
const { offset } = info;
// Attempt to detect drag direction if directionLock is true
if (dragDirectionLock && this.currentDirection === null) {
this.currentDirection = getCurrentDirection(offset);
// If we've successfully set a direction, notify listener
if (this.currentDirection !== null) {
onDirectionLock && onDirectionLock(this.currentDirection);
}
return;
}
// Update each point with the latest position
this.updateAxis("x", info.point, offset);
this.updateAxis("y", info.point, offset);
/**
* Ideally we would leave the renderer to fire naturally at the end of
* this frame but if the element is about to change layout as the result
* of a re-render we want to ensure the browser can read the latest
* bounding box to ensure the pointer and element don't fall out of sync.
*/
this.visualElement.render();
/**
* This must fire after the render call as it might trigger a state
* change which itself might trigger a layout update.
*/
if (onDrag) {
motionDom.frame.update(() => onDrag(event, info), false, true);
}
};
const onSessionEnd = (event, info) => {
this.latestPointerEvent = event;
this.latestPanInfo = info;
this.stop(event, info);
this.latestPointerEvent = null;
this.latestPanInfo = null;
};
const resumeAnimation = () => {
const { dragSnapToOrigin: snap } = this.getProps();
if (snap || this.constraints) {
this.startAnimation({ x: 0, y: 0 });
}
};
const { dragSnapToOrigin } = this.getProps();
this.panSession = new PanSession(originEvent, {
onSessionStart,
onStart,
onMove,
onSessionEnd,
resumeAnimation,
}, {
transformPagePoint: this.visualElement.getTransformPagePoint(),
dragSnapToOrigin,
distanceThreshold,
contextWindow: getContextWindow(this.visualElement),
element: this.visualElement.current,
});
}
/**
* @internal
*/
stop(event, panInfo) {
const finalEvent = event || this.latestPointerEvent;
const finalPanInfo = panInfo || this.latestPanInfo;
const isDragging = this.isDragging;
this.cancel();
if (!isDragging || !finalPanInfo || !finalEvent)
return;
const { velocity } = finalPanInfo;
this.startAnimation(velocity);
const { onDragEnd } = this.getProps();
if (onDragEnd) {
motionDom.frame.postRender(() => onDragEnd(finalEvent, finalPanInfo));
}
}
/**
* @internal
*/
cancel() {
this.isDragging = false;
const { projection, animationState } = this.visualElement;
if (projection) {
projection.isAnimationBlocked = false;
}
this.endPanSession();
const { dragPropagation } = this.getProps();
if (!dragPropagation && this.openDragLock) {
this.openDragLock();
this.openDragLock = null;
}
animationState && animationState.setActive("whileDrag", false);
}
/**
* Clean up the pan session without modifying other drag state.
* This is used during unmount to ensure event listeners are removed
* without affecting projection animations or drag locks.
* @internal
*/
endPanSession() {
this.panSession && this.panSession.end();
this.panSession = undefined;
}
updateAxis(axis, _point, offset) {
const { drag } = this.getProps();
// If we're not dragging this axis, do an early return.
if (!offset || !shouldDrag(axis, drag, this.currentDirection))
return;
const axisValue = this.getAxisMotionValue(axis);
let next = this.originPoint[axis] + offset[axis];
// Apply constraints
if (this.constraints && this.constraints[axis]) {
next = applyConstraints(next, this.constraints[axis], this.elastic[axis]);
}
axisValue.set(next);
}
resolveConstraints() {
const { dragConstraints, dragElastic } = this.getProps();
const layout = this.visualElement.projection &&
!this.visualElement.projection.layout
? this.visualElement.projection.measure(false)
: this.visualElement.projection?.layout;
const prevConstraints = this.constraints;
if (dragConstraints && index.isRefObject(dragConstraints)) {
if (!this.constraints) {
this.constraints = this.resolveRefConstraints();
}
}
else {
if (dragConstraints && layout) {
this.constraints = calcRelativeConstraints(layout.layoutBox, dragConstraints);
}
else {
this.constraints = false;
}
}
this.elastic = resolveDragElastic(dragElastic);
/**
* If we're outputting to external MotionValues, we want to rebase the measured constraints
* from viewport-relative to component-relative. This only applies to relative (non-ref)
* constraints, as ref-based constraints from calcViewportConstraints are already in the
* correct coordinate space for the motion value transform offset.
*/
if (prevConstraints !== this.constraints &&
!index.isRefObject(dragConstraints) &&
layout &&
this.constraints &&
!this.hasMutatedConstraints) {
motionDom.eachAxis((axis) => {
if (this.constraints !== false &&
this.getAxisMotionValue(axis)) {
this.constraints[axis] = rebaseAxisConstraints(layout.layoutBox[axis], this.constraints[axis]);
}
});
}
}
resolveRefConstraints() {
const { dragConstraints: constraints, onMeasureDragConstraints } = this.getProps();
if (!constraints || !index.isRefObject(constraints))
return false;
const constraintsElement = constraints.current;
motionUtils.invariant(constraintsElement !== null, "If `dragConstraints` is set as a React ref, that ref must be passed to another component's `ref` prop.", "drag-constraints-ref");
const { projection } = this.visualElement;
// TODO
if (!projection || !projection.layout)
return false;
/**
* Refresh the root scroll offset so the constraint's viewport box
* translates to correct page coordinates. The scroll captured at
* drag mount can be stale if the document was scrolled afterwards —
* e.g. via the browser restoring scroll on refresh, or an ancestor
* layout effect running after this element's mount (#2829).
*
* Clear the cached scroll first so `updateScroll` bypasses its
* per-animationId cache and re-reads the live value.
*/
if (projection.root) {
projection.root.scroll = undefined;
projection.root.updateScroll();
}
const constraintsBox = motionDom.measurePageBox(constraintsElement, projection.root, this.visualElement.getTransformPagePoint());
let measuredConstraints = calcViewportConstraints(projection.layout.layoutBox, constraintsBox);
/**
* If there's an onMeasureDragConstraints listener we call it and
* if different constraints are returned, set constraints to that
*/
if (onMeasureDragConstraints) {
const userConstraints = onMeasureDragConstraints(motionDom.convertBoxToBoundingBox(measuredConstraints));
this.hasMutatedConstraints = !!userConstraints;
if (userConstraints) {
measuredConstraints = motionDom.convertBoundingBoxToBox(userConstraints);
}
}
return measuredConstraints;
}
startAnimation(velocity) {
const { drag, dragMomentum, dragElastic, dragTransition, dragSnapToOrigin, onDragTransitionEnd, } = this.getProps();
const constraints = this.constraints || {};
const momentumAnimations = motionDom.eachAxis((axis) => {
if (!shouldDrag(axis, drag, this.currentDirection)) {
return;
}
let transition = (constraints && constraints[axis]) || {};
if (dragSnapToOrigin === true ||
dragSnapToOrigin === axis)
transition = { min: 0, max: 0 };
/**
* Overdamp the boundary spring if `dragElastic` is disabled. There's still a frame
* of spring animations so we should look into adding a disable spring option to `inertia`.
* We could do something here where we affect the `bounceStiffness` and `bounceDamping`
* using the value of `dragElastic`.
*/
const bounceStiffness = dragElastic ? 200 : 1000000;
const bounceDamping = dragElastic ? 40 : 10000000;
const inertia = {
type: "inertia",
velocity: dragMomentum ? velocity[axis] : 0,
bounceStiffness,
bounceDamping,
timeConstant: 750,
restDelta: 1,
restSpeed: 10,
...dragTransition,
...transition,
};
// If we're not animating on an externally-provided `MotionValue` we can use the
// component's animation controls which will handle interactions with whileHover (etc),
// otherwise we just have to animate the `MotionValue` itself.
return this.startAxisValueAnimation(axis, inertia);
});
// Run all animations and then resolve the new drag constraints.
return Promise.all(momentumAnimations).then(onDragTransitionEnd);
}
startAxisValueAnimation(axis, transition) {
const axisValue = this.getAxisMotionValue(axis);
motionDom.addValueToWillChange(this.visualElement, axis);
return axisValue.start(motionDom.animateMotionValue(axis, axisValue, 0, transition, this.visualElement, false));
}
stopAnimation() {
motionDom.eachAxis((axis) => this.getAxisMotionValue(axis).stop());
}
/**
* Drag works differently depending on which props are provided.
*
* - If _dragX and _dragY are provided, we output the gesture delta directly to those motion values.
* - Otherwise, we apply the delta to the x/y motion values.
*/
getAxisMotionValue(axis) {
const dragKey = `_drag${axis.toUpperCase()}`;
const props = this.visualElement.getProps();
const externalMotionValue = props[dragKey];
return externalMotionValue
? externalMotionValue
: this.visualElement.getValue(axis, this.visualElement.latestValues[axis] ?? 0);
}
snapToCursor(point) {
motionDom.eachAxis((axis) => {
const { drag } = this.getProps();
// If we're not dragging this axis, do an early return.
if (!shouldDrag(axis, drag, this.currentDirection))
return;
const { projection } = this.visualElement;
const axisValue = this.getAxisMotionValue(axis);
if (projection && projection.layout) {
const { min, max } = projection.layout.layoutBox[axis];
/**
* The layout measurement includes the current transform value,
* so we need to add it back to get the correct snap position.
* This fixes an issue where elements with initial coordinates
* would snap to the wrong position on the first drag.
*/
const current = axisValue.get() || 0;
axisValue.set(point[axis] - motionDom.mixNumber(min, max, 0.5) + current);
}
});
}
/**
* When the viewport resizes we want to check if the measured constraints
* have changed and, if so, reposition the element within those new constraints
* relative to where it was before the resize.
*/
scalePositionWithinConstraints() {
if (!this.visualElement.current)
return;
const { drag, dragConstraints } = this.getProps();
const { projection } = this.visualElement;
if (!index.isRefObject(dragConstraints) || !projection || !this.constraints)
return;
/**
* Stop current animations as there can be visual glitching if we try to do
* this mid-animation
*/
this.stopAnimation();
/**
* Record the relative position of the dragged element relative to the
* constraints box and save as a progress value.
*/
const boxProgress = { x: 0, y: 0 };
motionDom.eachAxis((axis) => {
const axisValue = this.getAxisMotionValue(axis);
if (axisValue && this.constraints !== false) {
const latest = axisValue.get();
boxProgress[axis] = calcOrigin({ min: latest, max: latest }, this.constraints[axis]);
}
});
/**
* Update the layout of this element and resolve the latest drag constraints
*/
const { transformTemplate } = this.visualElement.getProps();
this.visualElement.current.style.transform = transformTemplate
? transformTemplate({}, "")
: "none";
projection.root && projection.root.updateScroll();
projection.updateLayout();
/**
* Reset constraints so resolveConstraints() will recalculate them
* with the freshly measured layout rather than returning the cached value.
*/
this.constraints = false;
this.resolveConstraints();
/**
* For each axis, calculate the current progress of the layout axis
* within the new constraints.
*/
motionDom.eachAxis((axis) => {
if (!shouldDrag(axis, drag, null))
return;
/**
* Calculate a new transform based on the previous box progress
*/
const axisValue = this.getAxisMotionValue(axis);
const { min, max } = this.constraints[axis];
axisValue.set(motionDom.mixNumber(min, max, boxProgress[axis]));
});
/**
* Flush the updated transform to the DOM synchronously to prevent
* a visual flash at the element's CSS layout position (0,0) when
* the transform was stripped for measurement.
*/
this.visualElement.render();
}
addListeners() {
if (!this.visualElement.current)
return;
elementDragControls.set(this.visualElement, this);
const element = this.visualElement.current;
/**
* Attach a pointerdown event listener on this DOM element to initiate drag tracking.
*/
const stopPointerListener = addPointerEvent(element, "pointerdown", (event) => {
const { drag, dragListener = true } = this.getProps();
const target = event.target;
/**
* Only block drag if clicking on a text input child element
* (input, textarea, select, contenteditable) where users might
* want to select text or interact with the control.
*
* Buttons and links don't block drag since they don't have
* click-and-move actions of their own.
*/
const isClickingTextInputChild = target !== element && motionDom.isElementTextInput(target);
if (drag && dragListener && !isClickingTextInputChild) {
this.start(event);
}
});
/**
* If using ref-based constraints, observe both the draggable element
* and the constraint container for size changes via ResizeObserver.
* Setup is deferred because dragConstraints.current is null when
* addListeners first runs (React hasn't committed the ref yet).
*/
let stopResizeObservers;
const measureDragConstraints = () => {
const { dragConstraints } = this.getProps();
if (index.isRefObject(dragConstraints) && dragConstraints.current) {
this.constraints = this.resolveRefConstraints();
if (!stopResizeObservers) {
stopResizeObservers = startResizeObservers(element, dragConstraints.current, () => this.scalePositionWithinConstraints());
}
}
};
const { projection } = this.visualElement;
const stopMeasureLayoutListener = projection.addEventListener("measure", measureDragConstraints);
if (projection && !projection.layout) {
projection.root && projection.root.updateScroll();
projection.updateLayout();
}
motionDom.frame.read(measureDragConstraints);
/**
* Attach a window resize listener to scale the draggable target within its defined
* constraints as the window resizes.
*/
const stopResizeListener = motionDom.addDomEvent(window, "resize", () => this.scalePositionWithinConstraints());
/**
* If the element's layout changes, calculate the delta and apply that to
* the drag gesture's origin point.
*/
const stopLayoutUpdateListener = projection.addEventListener("didUpdate", (({ delta, hasLayoutChanged }) => {
if (this.isDragging && hasLayoutChanged) {
motionDom.eachAxis((axis) => {
const motionValue = this.getAxisMotionValue(axis);
if (!motionValue)
return;
this.originPoint[axis] += delta[axis].translate;
motionValue.set(motionValue.get() + delta[axis].translate);
});
this.visualElement.render();
}
}));
return () => {
stopResizeListener();
stopPointerListener();
stopMeasureLayoutListener();
stopLayoutUpdateListener && stopLayoutUpdateListener();
stopResizeObservers && stopResizeObservers();
};
}
getProps() {
const props = this.visualElement.getProps();
const { drag = false, dragDirectionLock = false, dragPropagation = false, dragConstraints = false, dragElastic = defaultElastic, dragMomentum = true, } = props;
return {
...props,
drag,
dragDirectionLock,
dragPropagation,
dragConstraints,
dragElastic,
dragMomentum,
};
}
}
function skipFirstCall(callback) {
let isFirst = true;
return () => {
if (isFirst) {
isFirst = false;
return;
}
callback();
};
}
function startResizeObservers(element, constraintsElement, onResize) {
const stopElement = motionDom.resize(element, skipFirstCall(onResize));
const stopContainer = motionDom.resize(constraintsElement, skipFirstCall(onResize));
return () => {
stopElement();
stopContainer();
};
}
function shouldDrag(direction, drag, currentDirection) {
return ((drag === true || drag === direction) &&
(currentDirection === null || currentDirection === direction));
}
/**
* Based on an x/y offset determine the current drag direction. If both axis' offsets are lower
* than the provided threshold, return `null`.
*
* @param offset - The x/y offset from origin.
* @param lockThreshold - (Optional) - the minimum absolute offset before we can determine a drag direction.
*/
function getCurrentDirection(offset, lockThreshold = 10) {
let direction = null;
if (Math.abs(offset.y) > lockThreshold) {
direction = "y";
}
else if (Math.abs(offset.x) > lockThreshold) {
direction = "x";
}
return direction;
}
class DragGesture extends motionDom.Feature {
constructor(node) {
super(node);
this.removeGroupControls = motionUtils.noop;
this.removeListeners = motionUtils.noop;
this.controls = new VisualElementDragControls(node);
}
mount() {
// If we've been provided a DragControls for manual control over the drag gesture,
// subscribe this component to it on mount.
const { dragControls } = this.node.getProps();
if (dragControls) {
this.removeGroupControls = dragControls.subscribe(this.controls);
}
this.removeListeners = this.controls.addListeners() || motionUtils.noop;
}
update() {
const { dragControls } = this.node.getProps();
const { dragControls: prevDragControls } = this.node.prevProps || {};
if (dragControls !== prevDragControls) {
this.removeGroupControls();
if (dragControls) {
this.removeGroupControls = dragControls.subscribe(this.controls);
}
}
}
unmount() {
this.removeGroupControls();
this.removeListeners();
/**
* In React 19, during list reorder reconciliation, components may
* briefly unmount and remount while the drag is still active. If we're
* actively dragging, we should NOT end the pan session - it will
* continue tracking pointer events via its window-level listeners.
*
* The pan session will be properly cleaned up when:
* 1. The drag ends naturally (pointerup/pointercancel)
* 2. The component is truly removed from the DOM
*/
if (!this.controls.isDragging) {
this.controls.endPanSession();
}
}
}
const asyncHandler = (handler) => (event, info) => {
if (handler) {
motionDom.frame.update(() => handler(event, info), false, true);
}
};
class PanGesture extends motionDom.Feature {
constructor() {
super(...arguments);
this.removePointerDownListener = motionUtils.noop;
}
onPointerDown(pointerDownEvent) {
this.session = new PanSession(pointerDownEvent, this.createPanHandlers(), {
transformPagePoint: this.node.getTransformPagePoint(),
contextWindow: getContextWindow(this.node),
});
}
createPanHandlers() {
const { onPanSessionStart, onPanStart, onPan, onPanEnd } = this.node.getProps();
return {
onSessionStart: asyncHandler(onPanSessionStart),
onStart: asyncHandler(onPanStart),
onMove: asyncHandler(onPan),
onEnd: (event, info) => {
delete this.session;
if (onPanEnd) {
motionDom.frame.postRender(() => onPanEnd(event, info));
}
},
};
}
mount() {
this.removePointerDownListener = addPointerEvent(this.node.current, "pointerdown", (event) => this.onPointerDown(event));
}
update() {
this.session && this.session.updateHandlers(this.createPanHandlers());
}
unmount() {
this.removePointerDownListener();
this.session && this.session.end();
}
}
/**
* Track whether we've taken any snapshots yet. If not,
* we can safely skip noti