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isBrowser = typeof window !== \"undefined\";\n\nexport { isBrowser };\n","/**\n * Converts seconds to milliseconds\n *\n * @param seconds - Time in seconds.\n * @return milliseconds - Converted time in milliseconds.\n */\n/*#__NO_SIDE_EFFECTS__*/\nconst secondsToMilliseconds = (seconds) =&gt; seconds * 1000;\n/*#__NO_SIDE_EFFECTS__*/\nconst millisecondsToSeconds = (milliseconds) =&gt; milliseconds / 1000;\n\nexport { millisecondsToSeconds, secondsToMilliseconds };\n","const MotionGlobalConfig = {\n    skipAnimations: false,\n    useManualTiming: false,\n};\n\nexport { MotionGlobalConfig };\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) =&gt; featureProps[key].some((name) =&gt; !!props[name]),\n    };\n}\n\nexport { featureDefinitions };\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 &amp;&amp;\n        typeof v === \"object\" &amp;&amp;\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) =&gt; isVariantLabel(props[name])));\n}\nfunction isVariantNode(props) {\n    return Boolean(isControllingVariants(props) || props.variants);\n}\n\nexport { isControllingVariants, isVariantNode };\n","/**\n * Convert camelCase to dash-case properties.\n */\nconst camelToDash = (str) =&gt; 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","function getValueState(visualElement) {\n    const state = [{}, {}];\n    visualElement === null || visualElement === void 0 ? void 0 : visualElement.values.forEach((value, key) =&gt; {\n        state[0][key] = value.get();\n        state[1][key] = value.getVelocity();\n    });\n    return state;\n}\nfunction resolveVariantFromProps(props, definition, custom, visualElement) {\n    /**\n     * If the variant definition is a function, resolve.\n     */\n    if (typeof definition === \"function\") {\n        const [current, velocity] = getValueState(visualElement);\n        definition = definition(custom !== undefined ? custom : props.custom, current, velocity);\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 &amp;&amp; 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        const [current, velocity] = getValueState(visualElement);\n        definition = definition(custom !== undefined ? custom : props.custom, current, velocity);\n    }\n    return definition;\n}\n\nexport { resolveVariantFromProps };\n","const isKeyframesTarget = (v) =&gt; {\n    return Array.isArray(v);\n};\n\nexport { isKeyframesTarget };\n","import { isKeyframesTarget } from '../animation/utils/is-keyframes-target.mjs';\n\nconst isCustomValue = (v) =&gt; {\n    return Boolean(v &amp;&amp; typeof v === \"object\" &amp;&amp; v.mix &amp;&amp; v.toValue);\n};\nconst resolveFinalValueInKeyframes = (v) =&gt; {\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","const isMotionValue = (value) =&gt; Boolean(value &amp;&amp; value.getVelocity);\n\nexport { isMotionValue };\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","/**\n * Provided a value and a ValueType, returns the value as that value type.\n */\nconst getValueAsType = (value, type) =&gt; {\n    return type &amp;&amp; typeof value === \"number\"\n        ? type.transform(value)\n        : value;\n};\n\nexport { getValueAsType };\n","import { px } from '../../../value/types/numbers/units.mjs';\n\nconst browserNumberValueTypes = {\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    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    // Misc\n    backgroundPositionX: px,\n    backgroundPositionY: px,\n};\n\nexport { browserNumberValueTypes };\n","import { scale, alpha } from '../../../value/types/numbers/index.mjs';\nimport { degrees, px, progressPercentage } from '../../../value/types/numbers/units.mjs';\n\nconst transformValueTypes = {\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};\n\nexport { transformValueTypes };\n","import { number } from '../../../value/types/numbers/index.mjs';\n\nconst int = {\n    ...number,\n    transform: Math.round,\n};\n\nexport { int };\n","import { alpha } from '../../../value/types/numbers/index.mjs';\nimport { px } from '../../../value/types/numbers/units.mjs';\nimport { browserNumberValueTypes } from './number-browser.mjs';\nimport { transformValueTypes } from './transform.mjs';\nimport { int } from './type-int.mjs';\n\nconst numberValueTypes = {\n    ...browserNumberValueTypes,\n    ...transformValueTypes,\n    zIndex: int,\n    size: px,\n    // SVG\n    fillOpacity: alpha,\n    strokeOpacity: alpha,\n    numOctaves: int,\n};\n\nexport { numberValueTypes };\n","import { getValueAsType } from '../../dom/value-types/get-as-type.mjs';\nimport { numberValueTypes } from '../../dom/value-types/number.mjs';\nimport { transformPropOrder } from './keys-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(latestValues, transform, transformTemplate) {\n    // The transform string we're going to build into.\n    let transformString = \"\";\n    let transformIsDefault = true;\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 &lt; numTransforms; i++) {\n        const key = transformPropOrder[i];\n        const value = latestValues[key];\n        if (value === undefined)\n            continue;\n        let valueIsDefault = true;\n        if (typeof value === \"number\") {\n            valueIsDefault = value === (key.startsWith(\"scale\") ? 1 : 0);\n        }\n        else {\n            valueIsDefault = parseFloat(value) === 0;\n        }\n        if (!valueIsDefault || transformTemplate) {\n            const valueAsType = getValueAsType(value, numberValueTypes[key]);\n            if (!valueIsDefault) {\n                transformIsDefault = false;\n                const transformName = translateAlias[key] || key;\n                transformString += `${transformName}(${valueAsType}) `;\n            }\n            if (transformTemplate) {\n                transform[key] = valueAsType;\n            }\n        }\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 (transformIsDefault) {\n        transformString = \"none\";\n    }\n    return transformString;\n}\n\nexport { buildTransform };\n","import { isCSSVariableName } from '../../dom/utils/is-css-variable.mjs';\nimport { getValueAsType } from '../../dom/value-types/get-as-type.mjs';\nimport { numberValueTypes } from '../../dom/value-types/number.mjs';\nimport { buildTransform } from './build-transform.mjs';\nimport { transformProps } from './keys-transform.mjs';\n\nfunction buildHTMLStyles(state, latestValues, transformTemplate) {\n    const { style, vars, transformOrigin } = state;\n    // Track whether we encounter any transform or transformOrigin values.\n    let hasTransform = false;\n    let hasTransformOrigin = false;\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 separately for further processing.\n     */\n    for (const key in latestValues) {\n        const value = latestValues[key];\n        if (transformProps.has(key)) {\n            // If this is a transform, flag to enable further transform processing\n            hasTransform = true;\n            continue;\n        }\n        else if (isCSSVariableName(key)) {\n            vars[key] = value;\n            continue;\n        }\n        else {\n            // Convert the value to its default value type, ie 0 -&gt; \"0px\"\n            const valueAsType = getValueAsType(value, numberValueTypes[key]);\n            if (key.startsWith(\"origin\")) {\n                // If this is a transform origin, flag and enable further transform-origin processing\n                hasTransformOrigin = true;\n                transformOrigin[key] =\n                    valueAsType;\n            }\n            else {\n                style[key] = valueAsType;\n            }\n        }\n    }\n    if (!latestValues.transform) {\n        if (hasTransform || transformTemplate) {\n            style.transform = buildTransform(latestValues, state.transform, 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} ${originZ}`;\n    }\n}\n\nexport { buildHTMLStyles };\n","import { px } from '../../../value/types/numbers/units.mjs';\n\nconst dashKeys = {\n    offset: \"stroke-dashoffset\",\n    array: \"stroke-dasharray\",\n};\nconst camelKeys = {\n    offset: \"strokeDashoffset\",\n    array: \"strokeDasharray\",\n};\n/**\n * Build SVG path properties. Uses the path's measured length to convert\n * our custom pathLength, pathSpacing and pathOffset into stroke-dashoffset\n * and stroke-dasharray attributes.\n *\n * This function is mutative to reduce per-frame GC.\n */\nfunction buildSVGPath(attrs, length, spacing = 1, offset = 0, useDashCase = true) {\n    // Normalise path length by setting SVG attribute pathLength to 1\n    attrs.pathLength = 1;\n    // We use dash case when setting attributes directly to the DOM node and camel case\n    // when defining props on a React component.\n    const keys = useDashCase ? dashKeys : camelKeys;\n    // Build the dash offset\n    attrs[keys.offset] = px.transform(-offset);\n    // Build the dash array\n    const pathLength = px.transform(length);\n    const pathSpacing = px.transform(spacing);\n    attrs[keys.array] = `${pathLength} ${pathSpacing}`;\n}\n\nexport { buildSVGPath };\n","import { px } from '../../../value/types/numbers/units.mjs';\n\nfunction calcOrigin(origin, offset, size) {\n    return typeof origin === \"string\"\n        ? origin\n        : px.transform(offset + size * origin);\n}\n/**\n * The SVG transform origin defaults are different to CSS and is less intuitive,\n * so we use the measured dimensions of the SVG to reconcile these.\n */\nfunction calcSVGTransformOrigin(dimensions, originX, originY) {\n    const pxOriginX = calcOrigin(originX, dimensions.x, dimensions.width);\n    const pxOriginY = calcOrigin(originY, dimensions.y, dimensions.height);\n    return `${pxOriginX} ${pxOriginY}`;\n}\n\nexport { calcSVGTransformOrigin };\n","import { buildHTMLStyles } from '../../html/utils/build-styles.mjs';\nimport { buildSVGPath } from './path.mjs';\nimport { calcSVGTransformOrigin } from './transform-origin.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 }, isSVGTag, transformTemplate) {\n    buildHTMLStyles(state, latest, 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 &amp;&amp;\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","const isSVGTag = (tag) =&gt; typeof tag === \"string\" &amp;&amp; tag.toLowerCase() === \"svg\";\n\nexport { isSVGTag };\n","function renderHTML(element, { style, vars }, styleProp, projection) {\n    Object.assign(element.style, style, projection &amp;&amp; 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","const scaleCorrectors = {};\nfunction addScaleCorrector(correctors) {\n    Object.assign(scaleCorrectors, correctors);\n}\n\nexport { addScaleCorrector, scaleCorrectors };\n","import { scaleCorrectors } from '../../projection/styles/scale-correction.mjs';\nimport { transformProps } from '../../render/html/utils/keys-transform.mjs';\n\nfunction isForcedMotionValue(key, { layout, layoutId }) {\n    return (transformProps.has(key) ||\n        key.startsWith(\"origin\") ||\n        ((layout || layoutId !== undefined) &amp;&amp;\n            (!!scaleCorrectors[key] || key === \"opacity\")));\n}\n\nexport { isForcedMotionValue };\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, visualElement) {\n    var _a;\n    const { style } = props;\n    const newValues = {};\n    for (const key in style) {\n        if (isMotionValue(style[key]) ||\n            (prevProps.style &amp;&amp;\n                isMotionValue(prevProps.style[key])) ||\n            isForcedMotionValue(key, props) ||\n            ((_a = visualElement === null || visualElement === void 0 ? void 0 : visualElement.getValue(key)) === null || _a === void 0 ? void 0 : _a.liveStyle) !== undefined) {\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 { transformPropOrder } from '../../html/utils/keys-transform.mjs';\nimport { scrapeMotionValuesFromProps as scrapeMotionValuesFromProps$1 } from '../../html/utils/scrape-motion-values.mjs';\n\nfunction scrapeMotionValuesFromProps(props, prevProps, visualElement) {\n    const newValues = scrapeMotionValuesFromProps$1(props, prevProps, visualElement);\n    for (const key in props) {\n        if (isMotionValue(props[key]) ||\n            isMotionValue(prevProps[key])) {\n            const targetKey = transformPropOrder.indexOf(key) !== -1\n                ? \"attr\" + key.charAt(0).toUpperCase() + key.substring(1)\n                : key;\n            newValues[targetKey] = props[key];\n        }\n    }\n    return newValues;\n}\n\nexport { scrapeMotionValuesFromProps };\n","import { resolveVariantFromProps } from './resolve-variants.mjs';\n\nfunction resolveVariant(visualElement, definition, custom) {\n    const props = visualElement.getProps();\n    return resolveVariantFromProps(props, definition, custom !== undefined ? custom : props.custom, visualElement);\n}\n\nexport { resolveVariant };\n","import { supportsScrollTimeline } from '../../utils/supports/scroll-timeline.mjs';\n\nclass BaseGroupPlaybackControls {\n    constructor(animations) {\n        // Bound to accomodate common `return animation.stop` pattern\n        this.stop = () =&gt; this.runAll(\"stop\");\n        this.animations = animations.filter(Boolean);\n    }\n    get finished() {\n        // Support for new finished Promise and legacy thennable API\n        return Promise.all(this.animations.map((animation) =&gt; \"finished\" in animation ? animation.finished : animation));\n    }\n    /**\n     * TODO: Filter out cancelled or stopped animations before returning\n     */\n    getAll(propName) {\n        return this.animations[0][propName];\n    }\n    setAll(propName, newValue) {\n        for (let i = 0; i &lt; this.animations.length; i++) {\n            this.animations[i][propName] = newValue;\n        }\n    }\n    attachTimeline(timeline, fallback) {\n        const subscriptions = this.animations.map((animation) =&gt; {\n            if (supportsScrollTimeline() &amp;&amp; animation.attachTimeline) {\n                return animation.attachTimeline(timeline);\n            }\n            else if (typeof fallback === \"function\") {\n                return fallback(animation);\n            }\n        });\n        return () =&gt; {\n            subscriptions.forEach((cancel, i) =&gt; {\n                cancel &amp;&amp; cancel();\n                this.animations[i].stop();\n            });\n        };\n    }\n    get time() {\n        return this.getAll(\"time\");\n    }\n    set time(time) {\n        this.setAll(\"time\", time);\n    }\n    get speed() {\n        return this.getAll(\"speed\");\n    }\n    set speed(speed) {\n        this.setAll(\"speed\", speed);\n    }\n    get startTime() {\n        return this.getAll(\"startTime\");\n    }\n    get duration() {\n        let max = 0;\n        for (let i = 0; i &lt; this.animations.length; i++) {\n            max = Math.max(max, this.animations[i].duration);\n        }\n        return max;\n    }\n    runAll(methodName) {\n        this.animations.forEach((controls) =&gt; controls[methodName]());\n    }\n    flatten() {\n        this.runAll(\"flatten\");\n    }\n    play() {\n        this.runAll(\"play\");\n    }\n    pause() {\n        this.runAll(\"pause\");\n    }\n    cancel() {\n        this.runAll(\"cancel\");\n    }\n    complete() {\n        this.runAll(\"complete\");\n    }\n}\n\nexport { BaseGroupPlaybackControls };\n","import { BaseGroupPlaybackControls } from './BaseGroup.mjs';\n\n/**\n * TODO: This is a temporary class to support the legacy\n * thennable API\n */\nclass GroupPlaybackControls extends BaseGroupPlaybackControls {\n    then(onResolve, onReject) {\n        return Promise.all(this.animations).then(onResolve).catch(onReject);\n    }\n}\n\nexport { GroupPlaybackControls };\n","function getValueTransition(transition, key) {\n    return transition\n        ? transition[key] ||\n            transition[\"default\"] ||\n            transition\n        : undefined;\n}\n\nexport { getValueTransition };\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 &amp;&amp; duration &lt; maxGeneratorDuration) {\n        duration += timeStep;\n        state = generator.next(duration);\n    }\n    return duration &gt;= maxGeneratorDuration ? Infinity : duration;\n}\n\nexport { calcGeneratorDuration, maxGeneratorDuration };\n","import { millisecondsToSeconds } from 'motion-utils';\nimport { calcGeneratorDuration, maxGeneratorDuration } from './calc-duration.mjs';\n\n/**\n * Create a progress =&gt; progress easing function from a generator.\n */\nfunction createGeneratorEasing(options, scale = 100, createGenerator) {\n    const generator = createGenerator({ ...options, keyframes: [0, scale] });\n    const duration = Math.min(calcGeneratorDuration(generator), maxGeneratorDuration);\n    return {\n        type: \"keyframes\",\n        ease: (progress) =&gt; {\n            return generator.next(duration * progress).value / scale;\n        },\n        duration: millisecondsToSeconds(duration),\n    };\n}\n\nexport { createGeneratorEasing };\n","function isGenerator(type) {\n    return typeof type === \"function\";\n}\n\nexport { isGenerator };\n","function attachTimeline(animation, timeline) {\n    animation.timeline = timeline;\n    animation.onfinish = null;\n}\n\nexport { attachTimeline };\n","const isBezierDefinition = (easing) =&gt; Array.isArray(easing) &amp;&amp; typeof easing[0] === \"number\";\n\nexport { isBezierDefinition };\n","/**\n * Add the ability for test suites to manually set support flags\n * to better test more environments.\n */\nconst supportsFlags = {\n    linearEasing: undefined,\n};\n\nexport { supportsFlags };\n","import { memo } from 'motion-utils';\nimport { supportsFlags } from './flags.mjs';\n\nfunction memoSupports(callback, supportsFlag) {\n    const memoized = memo(callback);\n    return () =&gt; { var _a; return (_a = supportsFlags[supportsFlag]) !== null &amp;&amp; _a !== void 0 ? _a : memoized(); };\n}\n\nexport { memoSupports };\n","import { memoSupports } from './memo.mjs';\n\nconst supportsLinearEasing = /*@__PURE__*/ memoSupports(() =&gt; {\n    try {\n        document\n            .createElement(\"div\")\n            .animate({ opacity: 0 }, { easing: \"linear(0, 1)\" });\n    }\n    catch (e) {\n        return false;\n    }\n    return true;\n}, \"linearEasing\");\n\nexport { supportsLinearEasing };\n","import { progress } from 'motion-utils';\n\nconst generateLinearEasing = (easing, duration, // as milliseconds\nresolution = 10 // as milliseconds\n) =&gt; {\n    let points = \"\";\n    const numPoints = Math.max(Math.round(duration / resolution), 2);\n    for (let i = 0; i &lt; numPoints; i++) {\n        points += easing(progress(0, numPoints - 1, i)) + \", \";\n    }\n    return `linear(${points.substring(0, points.length - 2)})`;\n};\n\nexport { generateLinearEasing };\n","import { isBezierDefinition } from '../../../utils/is-bezier-definition.mjs';\nimport { supportsLinearEasing } from '../../../utils/supports/linear-easing.mjs';\nimport { generateLinearEasing } from './linear.mjs';\n\nfunction isWaapiSupportedEasing(easing) {\n    return Boolean((typeof easing === \"function\" &amp;&amp; supportsLinearEasing()) ||\n        !easing ||\n        (typeof easing === \"string\" &amp;&amp;\n            (easing in supportedWaapiEasing || supportsLinearEasing())) ||\n        isBezierDefinition(easing) ||\n        (Array.isArray(easing) &amp;&amp; easing.every(isWaapiSupportedEasing)));\n}\nconst cubicBezierAsString = ([a, b, c, d]) =&gt; `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: /*@__PURE__*/ cubicBezierAsString([0, 0.65, 0.55, 1]),\n    circOut: /*@__PURE__*/ cubicBezierAsString([0.55, 0, 1, 0.45]),\n    backIn: /*@__PURE__*/ cubicBezierAsString([0.31, 0.01, 0.66, -0.59]),\n    backOut: /*@__PURE__*/ cubicBezierAsString([0.33, 1.53, 0.69, 0.99]),\n};\nfunction mapEasingToNativeEasing(easing, duration) {\n    if (!easing) {\n        return undefined;\n    }\n    else if (typeof easing === \"function\" &amp;&amp; supportsLinearEasing()) {\n        return generateLinearEasing(easing, duration);\n    }\n    else if (isBezierDefinition(easing)) {\n        return cubicBezierAsString(easing);\n    }\n    else if (Array.isArray(easing)) {\n        return easing.map((segmentEasing) =&gt; mapEasingToNativeEasing(segmentEasing, duration) ||\n            supportedWaapiEasing.easeOut);\n    }\n    else {\n        return supportedWaapiEasing[easing];\n    }\n}\n\nexport { cubicBezierAsString, isWaapiSupportedEasing, mapEasingToNativeEasing, supportedWaapiEasing };\n","import { transformPropOrder } from './keys-transform.mjs';\n\nconst positionalKeys = new Set([\n    \"width\",\n    \"height\",\n    \"top\",\n    \"left\",\n    \"right\",\n    \"bottom\",\n    ...transformPropOrder,\n]);\n\nexport { positionalKeys };\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: () =&gt; {\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) =&gt; {\n        now = newTime;\n        queueMicrotask(clearTime);\n    },\n};\n\nexport { time };\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 &gt; -1)\n        arr.splice(index, 1);\n}\n// Adapted from array-move\nfunction moveItem([...arr], fromIndex, toIndex) {\n    const startIndex = fromIndex &lt; 0 ? arr.length + fromIndex : fromIndex;\n    if (startIndex &gt;= 0 &amp;&amp; startIndex &lt; arr.length) {\n        const endIndex = toIndex &lt; 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 () =&gt; 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 &lt; 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 &amp;&amp; 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 { time } from '../frameloop/sync-time.mjs';\nimport { SubscriptionManager } from '../utils/subscription-manager.mjs';\nimport { velocityPerSecond } from '../utils/velocity-per-second.mjs';\nimport { warnOnce } from '../utils/warn-once.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) =&gt; {\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 = \"11.18.2\";\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 = null;\n        /**\n         * An object containing a SubscriptionManager for each active event.\n         */\n        this.events = {};\n        this.updateAndNotify = (v, render = true) =&gt; {\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 &amp;&amp; this.events.change) {\n                this.events.change.notify(this.current);\n            }\n            // Update render subscribers\n            if (render &amp;&amp; this.events.renderRequest) {\n                this.events.renderRequest.notify(this.current);\n            }\n        };\n        this.hasAnimated = false;\n        this.setCurrent(init);\n        this.owner = options.owner;\n    }\n    setCurrent(current) {\n        this.current = current;\n        this.updatedAt = time.now();\n        if (this.canTrackVelocity === null &amp;&amp; current !== undefined) {\n            this.canTrackVelocity = isFloat(this.current);\n        }\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 = () =&gt; {\n     *   const x = useMotionValue(0)\n     *   const y = useMotionValue(0)\n     *   const opacity = useMotionValue(1)\n     *\n     *   useEffect(() =&gt; {\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 () =&gt; {\n     *       unsubscribeX()\n     *       unsubscribeY()\n     *     }\n     *   }, [])\n     *\n     *   return <motion.div style="{{" x="" }}="">\n     * }\n     * ```\n     *\n     * @param subscriber - A function that receives the latest value.\n     * @returns A function that, when called, will cancel this subscription.\n     *\n     * @deprecated\n     */\n    onChange(subscription) {\n        if (process.env.NODE_ENV !== \"production\") {\n            warnOnce(false, `value.onChange(callback) is deprecated. Switch to value.on(\"change\", callback).`);\n        }\n        return this.on(\"change\", subscription);\n    }\n    on(eventName, callback) {\n        if (!this.events[eventName]) {\n            this.events[eventName] = new SubscriptionManager();\n        }\n        const unsubscribe = this.events[eventName].add(callback);\n        if (eventName === \"change\") {\n            return () =&gt; {\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(() =&gt; {\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 &amp;&amp; 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 &gt; 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) =&gt; {\n            this.hasAnimated = true;\n            this.animation = startAnimation(resolve);\n            if (this.events.animationStart) {\n                this.events.animationStart.notify();\n            }\n        }).then(() =&gt; {\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 { isMotionValue } from '../utils/is-motion-value.mjs';\n\nfunction isWillChangeMotionValue(value) {\n    return Boolean(isMotionValue(value) &amp;&amp; value.add);\n}\n\nexport { isWillChangeMotionValue };\n","import { isWillChangeMotionValue } from './is.mjs';\n\nfunction addValueToWillChange(visualElement, key) {\n    const willChange = visualElement.getValue(\"willChange\");\n    /**\n     * It could be that a user has set willChange to a regular MotionValue,\n     * in which case we can't add the value to it.\n     */\n    if (isWillChangeMotionValue(willChange)) {\n        return willChange.add(key);\n    }\n}\n\nexport { addValueToWillChange };\n","import { optimizedAppearDataAttribute } from './data-id.mjs';\n\nfunction getOptimisedAppearId(visualElement) {\n    return visualElement.props[optimizedAppearDataAttribute];\n}\n\nexport { getOptimisedAppearId };\n","import { noop } from 'motion-utils';\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) =&gt; (((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 &gt; 0.0) {\n            upperBound = currentT;\n        }\n        else {\n            lowerBound = currentT;\n        }\n    } while (Math.abs(currentX) &gt; subdivisionPrecision &amp;&amp;\n        ++i &lt; 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 &amp;&amp; mX2 === mY2)\n        return noop;\n    const getTForX = (aX) =&gt; binarySubdivide(aX, 0, 1, mX1, mX2);\n    // If animation is at start/end, return t without easing\n    return (t) =&gt; t === 0 || t === 1 ? t : calcBezier(getTForX(t), mY1, mY2);\n}\n\nexport { cubicBezier };\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) =&gt; (p) =&gt; p &lt;= 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) =&gt; (p) =&gt; 1 - easing(1 - p);\n\nexport { reverseEasing };\n","import { cubicBezier } from './cubic-bezier.mjs';\nimport { mirrorEasing } from './modifiers/mirror.mjs';\nimport { reverseEasing } from './modifiers/reverse.mjs';\n\nconst backOut = /*@__PURE__*/ cubicBezier(0.33, 1.53, 0.69, 0.99);\nconst backIn = /*@__PURE__*/ reverseEasing(backOut);\nconst backInOut = /*@__PURE__*/ mirrorEasing(backIn);\n\nexport { backIn, backInOut, backOut };\n","import { backIn } from './back.mjs';\n\nconst anticipate = (p) =&gt; (p *= 2) &lt; 1 ? 0.5 * backIn(p) : 0.5 * (2 - Math.pow(2, -10 * (p - 1)));\n\nexport { anticipate };\n","import { mirrorEasing } from './modifiers/mirror.mjs';\nimport { reverseEasing } from './modifiers/reverse.mjs';\n\nconst circIn = (p) =&gt; 1 - Math.sin(Math.acos(p));\nconst circOut = reverseEasing(circIn);\nconst circInOut = mirrorEasing(circIn);\n\nexport { circIn, circInOut, circOut };\n","/**\n * Check if the value is a zero value string like \"0px\" or \"0%\"\n */\nconst isZeroValueString = (v) =&gt; /^0[^.\\s]+$/u.test(v);\n\nexport { isZeroValueString };\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 { complex } from './index.mjs';\nimport { floatRegex } from '../utils/float-regex.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) =&gt; {\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) =&gt; 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 { analyseComplexValue } from '../../../value/types/complex/index.mjs';\nimport { 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 */\nconst invalidTemplates = new Set([\"auto\", \"none\", \"0\"]);\nfunction makeNoneKeyframesAnimatable(unresolvedKeyframes, noneKeyframeIndexes, name) {\n    let i = 0;\n    let animatableTemplate = undefined;\n    while (i &lt; unresolvedKeyframes.length &amp;&amp; !animatableTemplate) {\n        const keyframe = unresolvedKeyframes[i];\n        if (typeof keyframe === \"string\" &amp;&amp;\n            !invalidTemplates.has(keyframe) &amp;&amp;\n            analyseComplexValue(keyframe).values.length) {\n            animatableTemplate = unresolvedKeyframes[i];\n        }\n        i++;\n    }\n    if (animatableTemplate &amp;&amp; name) {\n        for (const noneIndex of noneKeyframeIndexes) {\n            unresolvedKeyframes[noneIndex] = getAnimatableNone(name, animatableTemplate);\n        }\n    }\n}\n\nexport { makeNoneKeyframesAnimatable };\n","import { number } from '../../../value/types/numbers/index.mjs';\nimport { px } from '../../../value/types/numbers/units.mjs';\nimport { transformPropOrder } from '../../html/utils/keys-transform.mjs';\n\nconst isNumOrPxType = (v) =&gt; v === number || v === px;\nconst getPosFromMatrix = (matrix, pos) =&gt; parseFloat(matrix.split(\", \")[pos]);\nconst getTranslateFromMatrix = (pos2, pos3) =&gt; (_bbox, { transform }) =&gt; {\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) =&gt; !transformKeys.has(key));\nfunction removeNonTranslationalTransform(visualElement) {\n    const removedTransforms = [];\n    nonTranslationalTransformKeys.forEach((key) =&gt; {\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\" }) =&gt; x.max - x.min - parseFloat(paddingLeft) - parseFloat(paddingRight),\n    height: ({ y }, { paddingTop = \"0\", paddingBottom = \"0\" }) =&gt; y.max - y.min - parseFloat(paddingTop) - parseFloat(paddingBottom),\n    top: (_bbox, { top }) =&gt; parseFloat(top),\n    left: (_bbox, { left }) =&gt; parseFloat(left),\n    bottom: ({ y }, { top }) =&gt; parseFloat(top) + (y.max - y.min),\n    right: ({ x }, { left }) =&gt; 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, positionalValues, removeNonTranslationalTransform };\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) =&gt; resolver.needsMeasurement);\n        const elementsToMeasure = new Set(resolversToMeasure.map((resolver) =&gt; 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) =&gt; {\n            const removedTransforms = removeNonTranslationalTransform(element);\n            if (!removedTransforms.length)\n                return;\n            transformsToRestore.set(element, removedTransforms);\n            element.render();\n        });\n        // Read\n        resolversToMeasure.forEach((resolver) =&gt; resolver.measureInitialState());\n        // Write\n        elementsToMeasure.forEach((element) =&gt; {\n            element.render();\n            const restore = transformsToRestore.get(element);\n            if (restore) {\n                restore.forEach(([key, value]) =&gt; {\n                    var _a;\n                    (_a = element.getValue(key)) === null || _a === void 0 ? void 0 : _a.set(value);\n                });\n            }\n        });\n        // Read\n        resolversToMeasure.forEach((resolver) =&gt; resolver.measureEndState());\n        // Write\n        resolversToMeasure.forEach((resolver) =&gt; {\n            if (resolver.suspendedScrollY !== undefined) {\n                window.scrollTo(0, resolver.suspendedScrollY);\n            }\n        });\n    }\n    anyNeedsMeasurement = false;\n    isScheduled = false;\n    toResolve.forEach((resolver) =&gt; resolver.complete());\n    toResolve.clear();\n}\nfunction readAllKeyframes() {\n    toResolve.forEach((resolver) =&gt; {\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 &lt; 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 &amp;&amp; name) {\n                        const valueAsRead = element.readValue(name, finalKeyframe);\n                        if (valueAsRead !== undefined &amp;&amp; valueAsRead !== null) {\n                            unresolvedKeyframes[0] = valueAsRead;\n                        }\n                    }\n                    if (unresolvedKeyframes[0] === undefined) {\n                        unresolvedKeyframes[0] = finalKeyframe;\n                    }\n                    if (motionValue &amp;&amp; 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","/**\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) =&gt; /^-?(?:\\d+(?:\\.\\d+)?|\\.\\d+)$/u.test(v);\n\nexport { isNumericalString };\n","import { invariant } from 'motion-utils';\nimport { isNumericalString } from '../../../utils/is-numerical-string.mjs';\nimport { isCSSVariableToken } from './is-css-variable.mjs';\n\n/**\n * Parse Framer's special CSS variable format into a CSS token and a fallback.\n *\n * ```\n * `var(--foo, #fff)` =&gt; [`--foo`, '#fff']\n * ```\n *\n * @param current\n */\nconst splitCSSVariableRegex = \n// eslint-disable-next-line redos-detector/no-unsafe-regex -- false positive, as it can match a lot of words\n/^var\\(--(?:([\\w-]+)|([\\w-]+), ?([a-zA-Z\\d ()%#.,-]+))\\)/u;\nfunction parseCSSVariable(current) {\n    const match = splitCSSVariableRegex.exec(current);\n    if (!match)\n        return [,];\n    const [, token1, token2, fallback] = match;\n    return [`--${token1 !== null &amp;&amp; token1 !== void 0 ? token1 : token2}`, fallback];\n}\nconst maxDepth = 4;\nfunction getVariableValue(current, element, depth = 1) {\n    invariant(depth &lt;= 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","/**\n * Tests a provided value against a ValueType\n */\nconst testValueType = (v) =&gt; (type) =&gt; type.test(v);\n\nexport { testValueType };\n","/**\n * ValueType for \"auto\"\n */\nconst auto = {\n    test: (v) =&gt; v === \"auto\",\n    parse: (v) =&gt; v,\n};\n\nexport { auto };\n","import { number } from '../../../value/types/numbers/index.mjs';\nimport { px, percent, degrees, vw, vh } from '../../../value/types/numbers/units.mjs';\nimport { testValueType } from './test.mjs';\nimport { auto } from './type-auto.mjs';\n\n/**\n * A list of value types commonly used for dimensions\n */\nconst dimensionValueTypes = [number, px, percent, degrees, vw, vh, auto];\n/**\n * Tests a dimensional value against the list of dimension ValueTypes\n */\nconst findDimensionValueType = (v) =&gt; dimensionValueTypes.find(testValueType(v));\n\nexport { dimensionValueTypes, findDimensionValueType };\n","import { isNone } from '../../animation/utils/is-none.mjs';\nimport { positionalKeys } from '../html/utils/keys-position.mjs';\nimport { makeNoneKeyframesAnimatable } from '../html/utils/make-none-animatable.mjs';\nimport { KeyframeResolver } from '../utils/KeyframesResolver.mjs';\nimport { getVariableValue } from './utils/css-variables-conversion.mjs';\nimport { isCSSVariableToken } from './utils/is-css-variable.mjs';\nimport { isNumOrPxType, positionalValues } from './utils/unit-conversion.mjs';\nimport { findDimensionValueType } from './value-types/dimensions.mjs';\n\nclass DOMKeyframesResolver extends KeyframeResolver {\n    constructor(unresolvedKeyframes, onComplete, name, motionValue, element) {\n        super(unresolvedKeyframes, onComplete, name, motionValue, element, true);\n    }\n    readKeyframes() {\n        const { unresolvedKeyframes, element, name } = this;\n        if (!element || !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 &lt; unresolvedKeyframes.length; i++) {\n            let keyframe = unresolvedKeyframes[i];\n            if (typeof keyframe === \"string\") {\n                keyframe = keyframe.trim();\n                if (isCSSVariableToken(keyframe)) {\n                    const resolved = getVariableValue(keyframe, element.current);\n                    if (resolved !== undefined) {\n                        unresolvedKeyframes[i] = resolved;\n                    }\n                    if (i === unresolvedKeyframes.length - 1) {\n                        this.finalKeyframe = keyframe;\n                    }\n                }\n            }\n        }\n        /**\n         * Resolve \"none\" values. We do this potentially twice - once before and once after measuring keyframes.\n         * This could be seen as inefficient but it's a trade-off to avoid measurements in more situations, which\n         * have a far bigger performance impact.\n         */\n        this.resolveNoneKeyframes();\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;\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) &amp;&amp; isNumOrPxType(targetType)) {\n            for (let i = 0; i &lt; 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 &lt; 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 || !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 || !element.current)\n            return;\n        const value = element.getValue(name);\n        value &amp;&amp; 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 &amp;&amp; this.finalKeyframe === undefined) {\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]) =&gt; {\n                element\n                    .getValue(unsetTransformName)\n                    .set(unsetTransformValue);\n            });\n        }\n        this.resolveNoneKeyframes();\n    }\n}\n\nexport { DOMKeyframesResolver };\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) =&gt; {\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\" &amp;&amp; // It's animatable if we have a string\n        (complex.test(value) || value === \"0\") &amp;&amp; // 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 { isGenerator } from 'motion-dom';\nimport { warning } from 'motion-utils';\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 &lt; 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    /**\n     * These aren't traditionally animatable but we do support them.\n     * In future we could look into making this more generic or replacing\n     * this function with mix() === mixImmediate\n     */\n    if (name === \"display\" || name === \"visibility\")\n        return true;\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) ||\n        ((type === \"spring\" || isGenerator(type)) &amp;&amp; velocity));\n}\n\nexport { canAnimate };\n","const isNotNull = (value) =&gt; value !== null;\nfunction getFinalKeyframe(keyframes, { repeat, repeatType = \"loop\" }, finalKeyframe) {\n    const resolvedKeyframes = keyframes.filter(isNotNull);\n    const index = repeat &amp;&amp; repeatType !== \"loop\" &amp;&amp; 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 { time } from '../../frameloop/sync-time.mjs';\nimport { 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\n/**\n * Maximum time allowed between an animation being created and it being\n * resolved for us to use the latter as the start time.\n *\n * This is to ensure that while we prefer to \"start\" an animation as soon\n * as it's triggered, we also want to avoid a visual jump if there's a big delay\n * between these two moments.\n */\nconst MAX_RESOLVE_DELAY = 40;\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.hasAttemptedResolve = false;\n        this.createdAt = time.now();\n        this.options = {\n            autoplay,\n            delay,\n            type,\n            repeat,\n            repeatDelay,\n            repeatType,\n            ...options,\n        };\n        this.updateFinishedPromise();\n    }\n    /**\n     * This method uses the createdAt and resolvedAt to calculate the\n     * animation startTime. *Ideally*, we would use the createdAt time as t=0\n     * as the following frame would then be the first frame of the animation in\n     * progress, which would feel snappier.\n     *\n     * However, if there's a delay (main thread work) between the creation of\n     * the animation and the first commited frame, we prefer to use resolvedAt\n     * to avoid a sudden jump into the animation.\n     */\n    calcStartTime() {\n        if (!this.resolvedAt)\n            return this.createdAt;\n        return this.resolvedAt - this.createdAt &gt; MAX_RESOLVE_DELAY\n            ? this.resolvedAt\n            : this.createdAt;\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 &amp;&amp; !this.hasAttemptedResolve) {\n            flushKeyframeResolvers();\n        }\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        this.resolvedAt = time.now();\n        this.hasAttemptedResolve = true;\n        const { name, type, velocity, delay, onComplete, onUpdate, isGenerator, } = 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 (!isGenerator &amp;&amp; !canAnimate(keyframes, name, type, velocity)) {\n            // Finish immediately\n            if (instantAnimationState.current || !delay) {\n                onUpdate &amp;&amp;\n                    onUpdate(getFinalKeyframe(keyframes, this.options, finalKeyframe));\n                onComplete &amp;&amp; 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    flatten() {\n        this.options.type = \"keyframes\";\n        this.options.ease = \"linear\";\n    }\n    updateFinishedPromise() {\n        this.currentFinishedPromise = new Promise((resolve) =&gt; {\n            this.resolveFinishedPromise = resolve;\n        });\n    }\n}\n\nexport { BaseAnimation };\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","const springDefaults = {\n    // Default spring physics\n    stiffness: 100,\n    damping: 10,\n    mass: 1.0,\n    velocity: 0.0,\n    // Default duration/bounce-based options\n    duration: 800, // in ms\n    bounce: 0.3,\n    visualDuration: 0.3, // in seconds\n    // Rest thresholds\n    restSpeed: {\n        granular: 0.01,\n        default: 2,\n    },\n    restDelta: {\n        granular: 0.005,\n        default: 0.5,\n    },\n    // Limits\n    minDuration: 0.01, // in seconds\n    maxDuration: 10.0, // in seconds\n    minDamping: 0.05,\n    maxDamping: 1,\n};\n\nexport { springDefaults };\n","import { warning, secondsToMilliseconds, millisecondsToSeconds } from 'motion-utils';\nimport { clamp } from '../../../utils/clamp.mjs';\nimport { springDefaults } from './defaults.mjs';\n\nconst safeMin = 0.001;\nfunction findSpring({ duration = springDefaults.duration, bounce = springDefaults.bounce, velocity = springDefaults.velocity, mass = springDefaults.mass, }) {\n    let envelope;\n    let derivative;\n    warning(duration &lt;= secondsToMilliseconds(springDefaults.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(springDefaults.minDamping, springDefaults.maxDamping, dampingRatio);\n    duration = clamp(springDefaults.minDuration, springDefaults.maxDuration, millisecondsToSeconds(duration));\n    if (dampingRatio &lt; 1) {\n        /**\n         * Underdamped spring\n         */\n        envelope = (undampedFreq) =&gt; {\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) =&gt; {\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 &gt; 0 ? -1 : 1;\n            return (factor * ((d - e) * f)) / g;\n        };\n    }\n    else {\n        /**\n         * Critically-damped spring\n         */\n        envelope = (undampedFreq) =&gt; {\n            const a = Math.exp(-undampedFreq * duration);\n            const b = (undampedFreq - velocity) * duration + 1;\n            return -safeMin + a * b;\n        };\n        derivative = (undampedFreq) =&gt; {\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: springDefaults.stiffness,\n            damping: springDefaults.damping,\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 &lt; 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 };\n","import { calcGeneratorDuration, maxGeneratorDuration, generateLinearEasing } from 'motion-dom';\nimport { millisecondsToSeconds, secondsToMilliseconds } from 'motion-utils';\nimport { clamp } from '../../../utils/clamp.mjs';\nimport { calcGeneratorVelocity } from '../utils/velocity.mjs';\nimport { springDefaults } from './defaults.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) =&gt; options[key] !== undefined);\n}\nfunction getSpringOptions(options) {\n    let springOptions = {\n        velocity: springDefaults.velocity,\n        stiffness: springDefaults.stiffness,\n        damping: springDefaults.damping,\n        mass: springDefaults.mass,\n        isResolvedFromDuration: false,\n        ...options,\n    };\n    // stiffness/damping/mass overrides duration/bounce\n    if (!isSpringType(options, physicsKeys) &amp;&amp;\n        isSpringType(options, durationKeys)) {\n        if (options.visualDuration) {\n            const visualDuration = options.visualDuration;\n            const root = (2 * Math.PI) / (visualDuration * 1.2);\n            const stiffness = root * root;\n            const damping = 2 *\n                clamp(0.05, 1, 1 - (options.bounce || 0)) *\n                Math.sqrt(stiffness);\n            springOptions = {\n                ...springOptions,\n                mass: springDefaults.mass,\n                stiffness,\n                damping,\n            };\n        }\n        else {\n            const derived = findSpring(options);\n            springOptions = {\n                ...springOptions,\n                ...derived,\n                mass: springDefaults.mass,\n            };\n            springOptions.isResolvedFromDuration = true;\n        }\n    }\n    return springOptions;\n}\nfunction spring(optionsOrVisualDuration = springDefaults.visualDuration, bounce = springDefaults.bounce) {\n    const options = typeof optionsOrVisualDuration !== \"object\"\n        ? {\n            visualDuration: optionsOrVisualDuration,\n            keyframes: [0, 1],\n            bounce,\n        }\n        : optionsOrVisualDuration;\n    let { restSpeed, restDelta } = options;\n    const origin = options.keyframes[0];\n    const target = options.keyframes[options.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) &lt; 5;\n    restSpeed || (restSpeed = isGranularScale\n        ? springDefaults.restSpeed.granular\n        : springDefaults.restSpeed.default);\n    restDelta || (restDelta = isGranularScale\n        ? springDefaults.restDelta.granular\n        : springDefaults.restDelta.default);\n    let resolveSpring;\n    if (dampingRatio &lt; 1) {\n        const angularFreq = calcAngularFreq(undampedAngularFreq, dampingRatio);\n        // Underdamped spring\n        resolveSpring = (t) =&gt; {\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) =&gt; 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) =&gt; {\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    const generator = {\n        calculatedDuration: isResolvedFromDuration ? duration || null : null,\n        next: (t) =&gt; {\n            const current = resolveSpring(t);\n            if (!isResolvedFromDuration) {\n                let currentVelocity = 0.0;\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 &lt; 1) {\n                    currentVelocity =\n                        t === 0\n                            ? secondsToMilliseconds(initialVelocity)\n                            : calcGeneratorVelocity(resolveSpring, t, current);\n                }\n                const isBelowVelocityThreshold = Math.abs(currentVelocity) &lt;= restSpeed;\n                const isBelowDisplacementThreshold = Math.abs(target - current) &lt;= restDelta;\n                state.done =\n                    isBelowVelocityThreshold &amp;&amp; isBelowDisplacementThreshold;\n            }\n            else {\n                state.done = t &gt;= duration;\n            }\n            state.value = state.done ? target : current;\n            return state;\n        },\n        toString: () =&gt; {\n            const calculatedDuration = Math.min(calcGeneratorDuration(generator), maxGeneratorDuration);\n            const easing = generateLinearEasing((progress) =&gt; generator.next(calculatedDuration * progress).value, calculatedDuration, 30);\n            return calculatedDuration + \"ms \" + easing;\n        },\n    };\n    return generator;\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) =&gt; (min !== undefined &amp;&amp; v &lt; min) || (max !== undefined &amp;&amp; v &gt; max);\n    const nearestBoundary = (v) =&gt; {\n        if (min === undefined)\n            return max;\n        if (max === undefined)\n            return min;\n        return Math.abs(min - v) &lt; 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) =&gt; -amplitude * Math.exp(-t / timeConstant);\n    const calcLatest = (t) =&gt; target + calcDelta(t);\n    const applyFriction = (t) =&gt; {\n        const delta = calcDelta(t);\n        const latest = calcLatest(t);\n        state.done = Math.abs(delta) &lt;= 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) =&gt; {\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), // TODO: This should be passing * 1000\n            damping: bounceDamping,\n            stiffness: bounceStiffness,\n            restDelta,\n            restSpeed,\n        });\n    };\n    checkCatchBoundary(0);\n    return {\n        calculatedDuration: null,\n        next: (t) =&gt; {\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 &amp;&amp; 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 &amp;&amp; t &gt;= timeReachedBoundary) {\n                return spring$1.next(t - timeReachedBoundary);\n            }\n            else {\n                !hasUpdatedFrame &amp;&amp; applyFriction(t);\n                return state;\n            }\n        },\n    };\n}\n\nexport { inertia };\n","import { cubicBezier } from './cubic-bezier.mjs';\n\nconst easeIn = /*@__PURE__*/ cubicBezier(0.42, 0, 1, 1);\nconst easeOut = /*@__PURE__*/ cubicBezier(0, 0, 0.58, 1);\nconst easeInOut = /*@__PURE__*/ cubicBezier(0.42, 0, 0.58, 1);\n\nexport { easeIn, easeInOut, easeOut };\n","const isEasingArray = (ease) =&gt; {\n    return Array.isArray(ease) &amp;&amp; typeof ease[0] !== \"number\";\n};\n\nexport { isEasingArray };\n","import { isBezierDefinition } from 'motion-dom';\nimport { invariant, noop } from 'motion-utils';\nimport { anticipate } from '../anticipate.mjs';\nimport { backIn, backInOut, backOut } from '../back.mjs';\nimport { circIn, circInOut, circOut } from '../circ.mjs';\nimport { cubicBezier } from '../cubic-bezier.mjs';\nimport { easeIn, easeInOut, easeOut } from '../ease.mjs';\n\nconst easingLookup = {\n    linear: noop,\n    easeIn,\n    easeInOut,\n    easeOut,\n    circIn,\n    circInOut,\n    circOut,\n    backIn,\n    backInOut,\n    backOut,\n    anticipate,\n};\nconst easingDefinitionToFunction = (definition) =&gt; {\n    if (isBezierDefinition(definition)) {\n        // If cubic bezier definition, create bezier curve\n        invariant(definition.length === 4, `Cubic bezier arrays must contain four numerical values.`);\n        const [x1, y1, x2, y2] = definition;\n        return cubicBezier(x1, y1, x2, y2);\n    }\n    else if (typeof definition === \"string\") {\n        // Else lookup from table\n        invariant(easingLookup[definition] !== undefined, `Invalid easing type '${definition}'`);\n        return easingLookup[definition];\n    }\n    return definition;\n};\n\nexport { easingDefinitionToFunction };\n","function convertOffsetToTimes(offset, duration) {\n    return offset.map((o) =&gt; o * duration);\n}\n\nexport { convertOffsetToTimes };\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(() =&gt; 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 &amp;&amp; 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) =&gt; {\n            state.value = mapTimeToKeyframe(t);\n            state.done = t &gt;= duration;\n            return state;\n        },\n    };\n}\n\nexport { defaultEasing, keyframes };\n","import { time } from '../../../frameloop/sync-time.mjs';\nimport { frame, cancelFrame, frameData } from '../../../frameloop/frame.mjs';\n\nconst frameloopDriver = (update) =&gt; {\n    const passTimestamp = ({ timestamp }) =&gt; update(timestamp);\n    return {\n        start: () =&gt; frame.update(passTimestamp, true),\n        stop: () =&gt; 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: () =&gt; (frameData.isProcessing ? frameData.timestamp : time.now()),\n    };\n};\n\nexport { frameloopDriver };\n","import { isGenerator, calcGeneratorDuration } from 'motion-dom';\nimport { invariant, millisecondsToSeconds, secondsToMilliseconds } from 'motion-utils';\nimport { KeyframeResolver } from '../../render/utils/KeyframesResolver.mjs';\nimport { clamp } from '../../utils/clamp.mjs';\nimport { mix } from '../../utils/mix/index.mjs';\nimport { pipe } from '../../utils/pipe.mjs';\nimport { inertia } from '../generators/inertia.mjs';\nimport { keyframes } from '../generators/keyframes.mjs';\nimport { spring } from '../generators/spring/index.mjs';\nimport { BaseAnimation } from './BaseAnimation.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) =&gt; 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(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 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        /**\n         * The time at which the animation was started.\n         */\n        this.startTime = null;\n        this.state = \"idle\";\n        /**\n         * This method is bound to the instance to fix a pattern where\n         * animation.stop is returned as a reference from a useEffect.\n         */\n        this.stop = () =&gt; {\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 &amp;&amp; onStop();\n        };\n        const { name, motionValue, element, keyframes } = this.options;\n        const KeyframeResolver$1 = (element === null || element === void 0 ? void 0 : element.KeyframeResolver) || KeyframeResolver;\n        const onResolved = (resolvedKeyframes, finalKeyframe) =&gt; this.onKeyframesResolved(resolvedKeyframes, finalKeyframe);\n        this.resolver = new KeyframeResolver$1(keyframes, onResolved, name, motionValue, element);\n        this.resolver.scheduleResolve();\n    }\n    flatten() {\n        super.flatten();\n        // If we've already resolved the animation, re-initialise it\n        if (this._resolved) {\n            Object.assign(this._resolved, this.initPlayback(this._resolved.keyframes));\n        }\n    }\n    initPlayback(keyframes$1) {\n        const { type = \"keyframes\", repeat = 0, repeatDelay = 0, repeatType, velocity = 0, } = this.options;\n        const generatorFactory = isGenerator(type)\n            ? type\n            : 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 &amp;&amp;\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 &gt; 0) {\n            this.startTime = Math.min(this.startTime, timestamp);\n        }\n        else if (this.speed &lt; 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 &gt;= 0 ? 1 : -1);\n        const isInDelayPhase = this.speed &gt;= 0\n            ? timeWithoutDelay &lt; 0\n            : timeWithoutDelay &gt; 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\" &amp;&amp; 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 &gt;\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 &amp;&amp; progress &gt;= 1) {\n                iterationProgress = 1;\n            }\n            iterationProgress === 1 &amp;&amp; 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 &amp;&amp; calculatedDuration !== null) {\n            done =\n                this.speed &gt;= 0\n                    ? this.currentTime &gt;= totalDuration\n                    : this.currentTime &lt;= 0;\n        }\n        const isAnimationFinished = this.holdTime === null &amp;&amp;\n            (this.state === \"finished\" || (this.state === \"running\" &amp;&amp; done));\n        if (isAnimationFinished &amp;&amp; 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, startTime } = this.options;\n        if (!this.driver) {\n            this.driver = driver((timestamp) =&gt; this.tick(timestamp));\n        }\n        onPlay &amp;&amp; onPlay();\n        const now = this.driver.now();\n        if (this.holdTime !== null) {\n            this.startTime = now - this.holdTime;\n        }\n        else if (!this.startTime) {\n            this.startTime = startTime !== null &amp;&amp; startTime !== void 0 ? startTime : this.calcStartTime();\n        }\n        else if (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 &amp;&amp; _a !== void 0 ? _a : 0;\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 &amp;&amp; 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 * 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\nexport { acceleratedValues };\n","import { mapEasingToNativeEasing } from 'motion-dom';\n\nfunction startWaapiAnimation(element, valueName, keyframes, { delay = 0, duration = 300, repeat = 0, repeatType = \"loop\", ease = \"easeInOut\", times, } = {}) {\n    const keyframeOptions = { [valueName]: keyframes };\n    if (times)\n        keyframeOptions.offset = times;\n    const easing = mapEasingToNativeEasing(ease, duration);\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 { startWaapiAnimation };\n","import { memo } from 'motion-utils';\n\nconst supportsWaapi = /*@__PURE__*/ memo(() =&gt; Object.hasOwnProperty.call(Element.prototype, \"animate\"));\n\nexport { supportsWaapi };\n","import { supportsLinearEasing, attachTimeline, isGenerator, isWaapiSupportedEasing } from 'motion-dom';\nimport { millisecondsToSeconds, secondsToMilliseconds, noop } from 'motion-utils';\nimport { anticipate } from '../../easing/anticipate.mjs';\nimport { backInOut } from '../../easing/back.mjs';\nimport { circInOut } from '../../easing/circ.mjs';\nimport { DOMKeyframesResolver } from '../../render/dom/DOMKeyframesResolver.mjs';\nimport { BaseAnimation } from './BaseAnimation.mjs';\nimport { MainThreadAnimation } from './MainThreadAnimation.mjs';\nimport { acceleratedValues } from './utils/accelerated-values.mjs';\nimport { startWaapiAnimation } from './waapi/index.mjs';\nimport { getFinalKeyframe } from './waapi/utils/get-final-keyframe.mjs';\nimport { supportsWaapi } from './waapi/utils/supports-waapi.mjs';\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 (isGenerator(options.type) ||\n        options.type === \"spring\" ||\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        isGenerator: true,\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 &amp;&amp; t &lt; 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}\nconst unsupportedEasingFunctions = {\n    anticipate,\n    backInOut,\n    circInOut,\n};\nfunction isUnsupportedEase(key) {\n    return key in unsupportedEasingFunctions;\n}\nclass AcceleratedAnimation extends BaseAnimation {\n    constructor(options) {\n        super(options);\n        const { name, motionValue, element, keyframes } = this.options;\n        this.resolver = new DOMKeyframesResolver(keyframes, (resolvedKeyframes, finalKeyframe) =&gt; this.onKeyframesResolved(resolvedKeyframes, finalKeyframe), name, motionValue, element);\n        this.resolver.scheduleResolve();\n    }\n    initPlayback(keyframes, finalKeyframe) {\n        let { duration = 300, times, ease, type, motionValue, name, startTime, } = this.options;\n        /**\n         * If element has since been unmounted, return false to indicate\n         * the animation failed to initialised.\n         */\n        if (!motionValue.owner || !motionValue.owner.current) {\n            return false;\n        }\n        /**\n         * If the user has provided an easing function name that isn't supported\n         * by WAAPI (like \"anticipate\"), we need to provide the corressponding\n         * function. This will later get converted to a linear() easing function.\n         */\n        if (typeof ease === \"string\" &amp;&amp;\n            supportsLinearEasing() &amp;&amp;\n            isUnsupportedEase(ease)) {\n            ease = unsupportedEasingFunctions[ease];\n        }\n        /**\n         * If this animation needs pre-generated keyframes then generate.\n         */\n        if (requiresPregeneratedKeyframes(this.options)) {\n            const { onComplete, onUpdate, motionValue, element, ...options } = this.options;\n            const pregeneratedAnimation = pregenerateKeyframes(keyframes, options);\n            keyframes = pregeneratedAnimation.keyframes;\n            // If this is a very short animation, ensure we have\n            // at least two keyframes to animate between as older browsers\n            // can't animate between a single keyframe.\n            if (keyframes.length === 1) {\n                keyframes[1] = keyframes[0];\n            }\n            duration = pregeneratedAnimation.duration;\n            times = pregeneratedAnimation.times;\n            ease = pregeneratedAnimation.ease;\n            type = \"keyframes\";\n        }\n        const animation = startWaapiAnimation(motionValue.owner.current, name, keyframes, { ...this.options, duration, times, ease });\n        // Override the browser calculated startTime with one synchronised to other JS\n        // and WAAPI animations starting this event loop.\n        animation.startTime = startTime !== null &amp;&amp; startTime !== void 0 ? startTime : this.calcStartTime();\n        if (this.pendingTimeline) {\n            attachTimeline(animation, 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 = () =&gt; {\n                const { onComplete } = this.options;\n                motionValue.set(getFinalKeyframe(keyframes, this.options, finalKeyframe));\n                onComplete &amp;&amp; onComplete();\n                this.cancel();\n                this.resolveFinishedPromise();\n            };\n        }\n        return {\n            animation,\n            duration,\n            times,\n            type,\n            ease,\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    get startTime() {\n        const { resolved } = this;\n        if (!resolved)\n            return null;\n        const { animation } = resolved;\n        // Coerce to number as TypeScript incorrectly types this\n        // as CSSNumberish\n        return animation.startTime;\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            attachTimeline(animation, timeline);\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        this.resolveFinishedPromise();\n        this.updateFinishedPromise();\n        const { resolved } = this;\n        if (!resolved)\n            return;\n        const { animation, keyframes, duration, type, ease, times } = 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, element, ...options } = this.options;\n            const sampleAnimation = new MainThreadAnimation({\n                ...options,\n                keyframes,\n                duration,\n                type,\n                ease,\n                times,\n                isGenerator: true,\n            });\n            const sampleTime = secondsToMilliseconds(this.time);\n            motionValue.setWithVelocity(sampleAnimation.sample(sampleTime - sampleDelta).value, sampleAnimation.sample(sampleTime).value, sampleDelta);\n        }\n        const { onStop } = this.options;\n        onStop &amp;&amp; onStop();\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        if (!motionValue ||\n            !motionValue.owner ||\n            !(motionValue.owner.current instanceof HTMLElement)) {\n            return false;\n        }\n        const { onUpdate, transformTemplate } = motionValue.owner.getProps();\n        return (supportsWaapi() &amp;&amp;\n            name &amp;&amp;\n            acceleratedValues.has(name) &amp;&amp;\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            !onUpdate &amp;&amp;\n            !transformTemplate &amp;&amp;\n            !repeatDelay &amp;&amp;\n            repeatType !== \"mirror\" &amp;&amp;\n            damping !== 0 &amp;&amp;\n            type !== \"inertia\");\n    }\n}\n\nexport { AcceleratedAnimation };\n","import { transformProps } from '../../render/html/utils/keys-transform.mjs';\n\nconst underDampedSpring = {\n    type: \"spring\",\n    stiffness: 500,\n    damping: 25,\n    restSpeed: 10,\n};\nconst criticallyDampedSpring = (target) =&gt; ({\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 }) =&gt; {\n    if (keyframes.length &gt; 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}\n\nexport { isTransitionDefined };\n","import { getValueTransition, GroupPlaybackControls } from 'motion-dom';\nimport { secondsToMilliseconds } from 'motion-utils';\nimport { frame } from '../../frameloop/frame.mjs';\nimport { MotionGlobalConfig } from '../../utils/GlobalConfig.mjs';\nimport { instantAnimationState } from '../../utils/use-instant-transition-state.mjs';\nimport { AcceleratedAnimation } from '../animators/AcceleratedAnimation.mjs';\nimport { MainThreadAnimation } from '../animators/MainThreadAnimation.mjs';\nimport { getFinalKeyframe } from '../animators/waapi/utils/get-final-keyframe.mjs';\nimport { getDefaultTransition } from '../utils/default-transitions.mjs';\nimport { isTransitionDefined } from '../utils/is-transition-defined.mjs';\n\nconst animateMotionValue = (name, value, target, transition = {}, element, isHandoff) =&gt; (onComplete) =&gt; {\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) =&gt; {\n            value.set(v);\n            valueTransition.onUpdate &amp;&amp; valueTransition.onUpdate(v);\n        },\n        onComplete: () =&gt; {\n            onComplete();\n            valueTransition.onComplete &amp;&amp; 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 &amp;&amp; !options.repeatDelay)) {\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 &amp;&amp; !isHandoff &amp;&amp; value.get() !== undefined) {\n        const finalKeyframe = getFinalKeyframe(options.keyframes, valueTransition);\n        if (finalKeyframe !== undefined) {\n            frame.update(() =&gt; {\n                options.onUpdate(finalKeyframe);\n                options.onComplete();\n            });\n            // We still want to return some animation controls here rather\n            // than returning undefined\n            return new GroupPlaybackControls([]);\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 &amp;&amp; AcceleratedAnimation.supports(options)) {\n        return new AcceleratedAnimation(options);\n    }\n    else {\n        return new MainThreadAnimation(options);\n    }\n};\n\nexport { animateMotionValue };\n","import { getValueTransition } from 'motion-dom';\nimport { positionalKeys } from '../../render/html/utils/keys-position.mjs';\nimport { setTarget } from '../../render/utils/setters.mjs';\nimport { addValueToWillChange } from '../../value/use-will-change/add-will-change.mjs';\nimport { getOptimisedAppearId } from '../optimized-appear/get-appear-id.mjs';\nimport { animateMotionValue } from './motion-value.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) &amp;&amp; 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    if (transitionOverride)\n        transition = transitionOverride;\n    const animations = [];\n    const animationTypeState = type &amp;&amp;\n        visualElement.animationState &amp;&amp;\n        visualElement.animationState.getState()[type];\n    for (const key in target) {\n        const value = visualElement.getValue(key, (_a = visualElement.latestValues[key]) !== null &amp;&amp; _a !== void 0 ? _a : null);\n        const valueTarget = target[key];\n        if (valueTarget === undefined ||\n            (animationTypeState &amp;&amp;\n                shouldBlockAnimation(animationTypeState, key))) {\n            continue;\n        }\n        const valueTransition = {\n            delay,\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.MotionHandoffAnimation) {\n            const appearId = getOptimisedAppearId(visualElement);\n            if (appearId) {\n                const startTime = window.MotionHandoffAnimation(appearId, key, frame);\n                if (startTime !== null) {\n                    valueTransition.startTime = startTime;\n                    isHandoff = true;\n                }\n            }\n        }\n        addValueToWillChange(visualElement, key);\n        value.start(animateMotionValue(key, value, valueTarget, visualElement.shouldReduceMotion &amp;&amp; positionalKeys.has(key)\n            ? { type: false }\n            : valueTransition, visualElement, isHandoff));\n        const animation = value.animation;\n        if (animation) {\n            animations.push(animation);\n        }\n    }\n    if (transitionEnd) {\n        Promise.all(animations).then(() =&gt; {\n            frame.update(() =&gt; {\n                transitionEnd &amp;&amp; setTarget(visualElement, transitionEnd);\n            });\n        });\n    }\n    return animations;\n}\n\nexport { animateTarget };\n","const createAxisDelta = () =&gt; ({\n    translate: 0,\n    scale: 1,\n    origin: 0,\n    originPoint: 0,\n});\nconst createDelta = () =&gt; ({\n    x: createAxisDelta(),\n    y: createAxisDelta(),\n});\nconst createAxis = () =&gt; ({ min: 0, max: 0 });\nconst createBox = () =&gt; ({\n    x: createAxis(),\n    y: createAxis(),\n});\n\nexport { createAxis, createAxisDelta, createBox, createDelta };\n","/**\n * Bounding boxes tend to be defined as top, left, right, bottom. For various operations\n * it's easier to consider each axis individually. This function returns a bounding box\n * as a map of single-axis min/max values.\n */\nfunction convertBoundingBoxToBox({ top, left, right, bottom, }) {\n    return {\n        x: { min: left, max: right },\n        y: { min: top, max: bottom },\n    };\n}\nfunction convertBoxToBoundingBox({ x, y }) {\n    return { top: y.min, right: x.max, bottom: y.max, left: x.min };\n}\n/**\n * Applies a TransformPoint function to a bounding box. TransformPoint is usually a function\n * provided by Framer to allow measured points to be corrected for device scaling. This is used\n * when measuring DOM elements and DOM event points.\n */\nfunction transformBoxPoints(point, transformPoint) {\n    if (!transformPoint)\n        return point;\n    const topLeft = transformPoint({ x: point.left, y: point.top });\n    const bottomRight = transformPoint({ x: point.right, y: point.bottom });\n    return {\n        top: topLeft.y,\n        left: topLeft.x,\n        bottom: bottomRight.y,\n        right: bottomRight.x,\n    };\n}\n\nexport { convertBoundingBoxToBox, convertBoxToBoundingBox, transformBoxPoints };\n","import { convertBoundingBoxToBox, transformBoxPoints } from '../geometry/conversion.mjs';\nimport { translateAxis } from '../geometry/delta-apply.mjs';\n\nfunction measureViewportBox(instance, transformPoint) {\n    return convertBoundingBoxToBox(transformBoxPoints(instance.getBoundingClientRect(), transformPoint));\n}\nfunction measurePageBox(element, rootProjectionNode, transformPagePoint) {\n    const viewportBox = measureViewportBox(element, transformPagePoint);\n    const { scroll } = rootProjectionNode;\n    if (scroll) {\n        translateAxis(viewportBox.x, scroll.offset.x);\n        translateAxis(viewportBox.y, scroll.offset.y);\n    }\n    return viewportBox;\n}\n\nexport { measurePageBox, measureViewportBox };\n","import { motionValue } from '../../value/index.mjs';\nimport { isMotionValue } from '../../value/utils/is-motion-value.mjs';\nimport { animateMotionValue } from '../interfaces/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","function isSVGElement(element) {\n    return element instanceof SVGElement &amp;&amp; element.tagName !== \"svg\";\n}\n\nexport { isSVGElement };\n","// Does this device prefer reduced motion? Returns `null` server-side.\nconst prefersReducedMotion = { current: null };\nconst hasReducedMotionListener = { current: false };\n\nexport { hasReducedMotionListener, prefersReducedMotion };\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 = () =&gt; (prefersReducedMotion.current = motionMediaQuery.matches);\n        motionMediaQuery.addListener(setReducedMotionPreferences);\n        setReducedMotionPreferences();\n    }\n    else {\n        prefersReducedMotion.current = false;\n    }\n}\n\nexport { initPrefersReducedMotion };\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) =&gt; valueTypes.find(testValueType(v));\n\nexport { findValueType };\n","const visualElementStore = new WeakMap();\n\nexport { visualElementStore };\n","import { 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    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            /**\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 === \"11.18.2\", `Attempting to mix Motion versions ${nextValue.version} with 11.18.2 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        }\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                if (existingValue.liveStyle === true) {\n                    existingValue.jump(nextValue);\n                }\n                else if (!existingValue.hasAnimated) {\n                    existingValue.set(nextValue);\n                }\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 { time } from '../frameloop/sync-time.mjs';\nimport { featureDefinitions } from '../motion/features/definitions.mjs';\nimport { createBox } from '../projection/geometry/models.mjs';\nimport { isNumericalString } from '../utils/is-numerical-string.mjs';\nimport { isZeroValueString } from '../utils/is-zero-value-string.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 { warnOnce } from '../utils/warn-once.mjs';\nimport { motionValue } from '../value/index.mjs';\nimport { complex } from '../value/types/complex/index.mjs';\nimport { isMotionValue } from '../value/utils/is-motion-value.mjs';\nimport { getAnimatableNone } from './dom/value-types/animatable-none.mjs';\nimport { findValueType } from './dom/value-types/find.mjs';\nimport { transformProps } from './html/utils/keys-transform.mjs';\nimport { visualElementStore } from './store.mjs';\nimport { isControllingVariants, isVariantNode } from './utils/is-controlling-variants.mjs';\nimport { KeyframeResolver } from './utils/KeyframesResolver.mjs';\nimport { updateMotionValuesFromProps } from './utils/motion-values.mjs';\nimport { resolveVariantFromProps } from './utils/resolve-variants.mjs';\nimport { frame, cancelFrame } from '../frameloop/frame.mjs';\n\nconst propEventHandlers = [\n    \"AnimationStart\",\n    \"AnimationComplete\",\n    \"Update\",\n    \"BeforeLayoutMeasure\",\n    \"LayoutMeasure\",\n    \"LayoutAnimationStart\",\n    \"LayoutAnimationComplete\",\n];\n/**\n * A VisualElement is an imperative abstraction around UI elements such as\n * HTMLElement, SVGElement, Three.Object3D etc.\n */\nclass VisualElement {\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, _visualElement) {\n        return {};\n    }\n    constructor({ parent, props, presenceContext, reducedMotionConfig, blockInitialAnimation, visualState, }, options = {}) {\n        /**\n         * A reference to the current underlying Instance, e.g. a HTMLElement\n         * or Three.Mesh etc.\n         */\n        this.current = null;\n        /**\n         * A set containing references to this VisualElement's children.\n         */\n        this.children = new Set();\n        /**\n         * Determine what role this visual element should take in the variant tree.\n         */\n        this.isVariantNode = false;\n        this.isControllingVariants = false;\n        /**\n         * Decides whether this VisualElement should animate in reduced motion\n         * mode.\n         *\n         * TODO: This is currently set on every individual VisualElement but feels\n         * like it could be set globally.\n         */\n        this.shouldReduceMotion = null;\n        /**\n         * A map of all motion values attached to this visual element. Motion\n         * values are source of truth for any given animated value. A motion\n         * value might be provided externally by the component via props.\n         */\n        this.values = new Map();\n        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 = () =&gt; this.notify(\"Update\", this.latestValues);\n        this.render = () =&gt; {\n            if (!this.current)\n                return;\n            this.triggerBuild();\n            this.renderInstance(this.current, this.renderState, this.props.style, this.projection);\n        };\n        this.renderScheduledAt = 0.0;\n        this.scheduleRender = () =&gt; {\n            const now = time.now();\n            if (this.renderScheduledAt &lt; now) {\n                this.renderScheduledAt = now;\n                frame.render(this.render, false, true);\n            }\n        };\n        const { latestValues, renderState, onUpdate } = visualState;\n        this.onUpdate = onUpdate;\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 &amp;&amp; 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 necessarily a breaking change,\n         * more a reflection of the test.\n         */\n        const { willChange, ...initialMotionValues } = this.scrapeMotionValuesFromProps(props, {}, this);\n        for (const key in initialMotionValues) {\n            const value = initialMotionValues[key];\n            if (latestValues[key] !== undefined &amp;&amp; isMotionValue(value)) {\n                value.set(latestValues[key], false);\n            }\n        }\n    }\n    mount(instance) {\n        this.current = instance;\n        visualElementStore.set(instance, this);\n        if (this.projection &amp;&amp; !this.projection.instance) {\n            this.projection.mount(instance);\n        }\n        if (this.parent &amp;&amp; this.isVariantNode &amp;&amp; !this.isControllingVariants) {\n            this.removeFromVariantTree = this.parent.addVariantChild(this);\n        }\n        this.values.forEach((value, key) =&gt; 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 &amp;&amp; this.projection.unmount();\n        cancelFrame(this.notifyUpdate);\n        cancelFrame(this.render);\n        this.valueSubscriptions.forEach((remove) =&gt; remove());\n        this.valueSubscriptions.clear();\n        this.removeFromVariantTree &amp;&amp; this.removeFromVariantTree();\n        this.parent &amp;&amp; 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            const feature = this.features[key];\n            if (feature) {\n                feature.unmount();\n                feature.isMounted = false;\n            }\n        }\n        this.current = null;\n    }\n    bindToMotionValue(key, value) {\n        if (this.valueSubscriptions.has(key)) {\n            this.valueSubscriptions.get(key)();\n        }\n        const valueIsTransform = transformProps.has(key);\n        const removeOnChange = value.on(\"change\", (latestValue) =&gt; {\n            this.latestValues[key] = latestValue;\n            this.props.onUpdate &amp;&amp; frame.preRender(this.notifyUpdate);\n            if (valueIsTransform &amp;&amp; this.projection) {\n                this.projection.isTransformDirty = true;\n            }\n        });\n        const removeOnRenderRequest = value.on(\"renderRequest\", this.scheduleRender);\n        let removeSyncCheck;\n        if (window.MotionCheckAppearSync) {\n            removeSyncCheck = window.MotionCheckAppearSync(this, key, value);\n        }\n        this.valueSubscriptions.set(key, () =&gt; {\n            removeOnChange();\n            removeOnRenderRequest();\n            if (removeSyncCheck)\n                removeSyncCheck();\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    updateFeatures() {\n        let key = \"animation\";\n        for (key in featureDefinitions) {\n            const featureDefinition = featureDefinitions[key];\n            if (!featureDefinition)\n                continue;\n            const { isEnabled, Feature: FeatureConstructor } = featureDefinition;\n            /**\n             * If this feature is enabled but not active, make a new instance.\n             */\n            if (!this.features[key] &amp;&amp;\n                FeatureConstructor &amp;&amp;\n                isEnabled(this.props)) {\n                this.features[key] = new FeatureConstructor(this);\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                }\n                else {\n                    feature.mount();\n                    feature.isMounted = true;\n                }\n            }\n        }\n    }\n    triggerBuild() {\n        this.build(this.renderState, this.latestValues, 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 &lt; 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 listenerName = (\"on\" + key);\n            const listener = props[listenerName];\n            if (listener) {\n                this.propEventSubscriptions[key] = this.on(key, listener);\n            }\n        }\n        this.prevMotionValues = updateMotionValuesFromProps(this, this.scrapeMotionValuesFromProps(props, this.prevProps, this), this.prevMotionValues);\n        if (this.handleChildMotionValue) {\n            this.handleChildMotionValue();\n        }\n        this.onUpdate &amp;&amp; this.onUpdate(this);\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    /**\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 &amp;&amp;\n                closestVariantNode.variantChildren.add(child);\n            return () =&gt; 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        const existingValue = this.values.get(key);\n        if (value !== existingValue) {\n            if (existingValue)\n                this.removeValue(key);\n            this.bindToMotionValue(key, value);\n            this.values.set(key, value);\n            this.latestValues[key] = value.get();\n        }\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 &amp;&amp; this.props.values[key]) {\n            return this.props.values[key];\n        }\n        let value = this.values.get(key);\n        if (value === undefined &amp;&amp; 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 &amp;&amp; _a !== void 0 ? _a : this.readValueFromInstance(this.current, key, this.options);\n        if (value !== undefined &amp;&amp; value !== null) {\n            if (typeof value === \"string\" &amp;&amp;\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) &amp;&amp; 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;\n        const { initial } = this.props;\n        let valueFromInitial;\n        if (typeof initial === \"string\" || typeof initial === \"object\") {\n            const variant = resolveVariantFromProps(this.props, initial, (_a = this.presenceContext) === null || _a === void 0 ? void 0 : _a.custom);\n            if (variant) {\n                valueFromInitial = variant[key];\n            }\n        }\n        /**\n         * If this value still exists in the current initial variant, read that.\n         */\n        if (initial &amp;&amp; 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 &amp;&amp; !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 &amp;&amp;\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 { VisualElement } from '../VisualElement.mjs';\nimport { DOMKeyframesResolver } from './DOMKeyframesResolver.mjs';\nimport { isMotionValue } from '../../value/utils/is-motion-value.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 &amp;\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) &amp; 2 ? 1 : -1;\n    }\n    getBaseTargetFromProps(props, key) {\n        return props.style\n            ? props.style[key]\n            : undefined;\n    }\n    removeValueFromRenderState(key, { vars, style }) {\n        delete vars[key];\n        delete style[key];\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) =&gt; {\n                if (this.current) {\n                    this.current.textContent = `${latest}`;\n                }\n            });\n        }\n    }\n}\n\nexport { DOMVisualElement };\n","import { measureViewportBox } from '../../projection/utils/measure.mjs';\nimport { DOMVisualElement } from '../dom/DOMVisualElement.mjs';\nimport { isCSSVariableName } from '../dom/utils/is-css-variable.mjs';\nimport { getDefaultValueType } from '../dom/value-types/defaults.mjs';\nimport { buildHTMLStyles } from './utils/build-styles.mjs';\nimport { transformProps } from './utils/keys-transform.mjs';\nimport { renderHTML } from './utils/render.mjs';\nimport { scrapeMotionValuesFromProps } from './utils/scrape-motion-values.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        this.renderInstance = renderHTML;\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, props) {\n        buildHTMLStyles(renderState, latestValues, props.transformTemplate);\n    }\n    scrapeMotionValuesFromProps(props, prevProps, visualElement) {\n        return scrapeMotionValuesFromProps(props, prevProps, visualElement);\n    }\n}\n\nexport { HTMLVisualElement, getComputedStyle };\n","import { createBox } from '../../projection/geometry/models.mjs';\nimport { DOMVisualElement } from '../dom/DOMVisualElement.mjs';\nimport { camelToDash } from '../dom/utils/camel-to-dash.mjs';\nimport { getDefaultValueType } from '../dom/value-types/defaults.mjs';\nimport { transformProps } from '../html/utils/keys-transform.mjs';\nimport { buildSVGAttrs } from './utils/build-attrs.mjs';\nimport { camelCaseAttributes } from './utils/camel-case-attrs.mjs';\nimport { isSVGTag } from './utils/is-svg-tag.mjs';\nimport { renderSVG } from './utils/render.mjs';\nimport { scrapeMotionValuesFromProps } from './utils/scrape-motion-values.mjs';\n\nclass SVGVisualElement extends DOMVisualElement {\n    constructor() {\n        super(...arguments);\n        this.type = \"svg\";\n        this.isSVGTag = false;\n        this.measureInstanceViewportBox = createBox;\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    scrapeMotionValuesFromProps(props, prevProps, visualElement) {\n        return scrapeMotionValuesFromProps(props, prevProps, visualElement);\n    }\n    build(renderState, latestValues, props) {\n        buildSVGAttrs(renderState, latestValues, 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","const wrap = (min, max, v) =&gt; {\n    const rangeSize = max - min;\n    return ((((v - min) % rangeSize) + rangeSize) % rangeSize) + min;\n};\n\nexport { wrap };\n","import { wrap } from '../../utils/wrap.mjs';\nimport { isEasingArray } from './is-easing-array.mjs';\n\nfunction getEasingForSegment(easing, i) {\n    return isEasingArray(easing) ? easing[wrap(0, easing.length, i)] : easing;\n}\n\nexport { getEasingForSegment };\n","function isDOMKeyframes(keyframes) {\n    return typeof keyframes === \"object\" &amp;&amp; !Array.isArray(keyframes);\n}\n\nexport { isDOMKeyframes };\n","import { resolveElements } from 'motion-dom';\nimport { isDOMKeyframes } from '../utils/is-dom-keyframes.mjs';\n\nfunction resolveSubjects(subject, keyframes, scope, selectorCache) {\n    if (typeof subject === \"string\" &amp;&amp; isDOMKeyframes(keyframes)) {\n        return resolveElements(subject, scope, selectorCache);\n    }\n    else if (subject instanceof NodeList) {\n        return Array.from(subject);\n    }\n    else if (Array.isArray(subject)) {\n        return subject;\n    }\n    else {\n        return [subject];\n    }\n}\n\nexport { resolveSubjects };\n","function calculateRepeatDuration(duration, repeat, _repeatDelay) {\n    return duration * (repeat + 1);\n}\n\nexport { calculateRepeatDuration };\n","/**\n * Given a absolute or relative time definition and current/prev time state of the sequence,\n * calculate an absolute time for the next keyframes.\n */\nfunction calcNextTime(current, next, prev, labels) {\n    var _a;\n    if (typeof next === \"number\") {\n        return next;\n    }\n    else if (next.startsWith(\"-\") || next.startsWith(\"+\")) {\n        return Math.max(0, current + parseFloat(next));\n    }\n    else if (next === \"&lt;\") {\n        return prev;\n    }\n    else {\n        return (_a = labels.get(next)) !== null &amp;&amp; _a !== void 0 ? _a : current;\n    }\n}\n\nexport { calcNextTime };\n","import { getEasingForSegment } from '../../../easing/utils/get-easing-for-segment.mjs';\nimport { removeItem } from '../../../utils/array.mjs';\nimport { mixNumber } from '../../../utils/mix/number.mjs';\n\nfunction eraseKeyframes(sequence, startTime, endTime) {\n    for (let i = 0; i &lt; sequence.length; i++) {\n        const keyframe = sequence[i];\n        if (keyframe.at &gt; startTime &amp;&amp; keyframe.at &lt; endTime) {\n            removeItem(sequence, keyframe);\n            // If we remove this item we have to push the pointer back one\n            i--;\n        }\n    }\n}\nfunction addKeyframes(sequence, keyframes, easing, offset, startTime, endTime) {\n    /**\n     * Erase every existing value between currentTime and targetTime,\n     * this will essentially splice this timeline into any currently\n     * defined ones.\n     */\n    eraseKeyframes(sequence, startTime, endTime);\n    for (let i = 0; i &lt; keyframes.length; i++) {\n        sequence.push({\n            value: keyframes[i],\n            at: mixNumber(startTime, endTime, offset[i]),\n            easing: getEasingForSegment(easing, i),\n        });\n    }\n}\n\nexport { addKeyframes, eraseKeyframes };\n","/**\n * Take an array of times that represent repeated keyframes. For instance\n * if we have original times of [0, 0.5, 1] then our repeated times will\n * be [0, 0.5, 1, 1, 1.5, 2]. Loop over the times and scale them back\n * down to a 0-1 scale.\n */\nfunction normalizeTimes(times, repeat) {\n    for (let i = 0; i &lt; times.length; i++) {\n        times[i] = times[i] / (repeat + 1);\n    }\n}\n\nexport { normalizeTimes };\n","function compareByTime(a, b) {\n    if (a.at === b.at) {\n        if (a.value === null)\n            return 1;\n        if (b.value === null)\n            return -1;\n        return 0;\n    }\n    else {\n        return a.at - b.at;\n    }\n}\n\nexport { compareByTime };\n","import { isGenerator, createGeneratorEasing } from 'motion-dom';\nimport { progress, secondsToMilliseconds, invariant } from 'motion-utils';\nimport { getEasingForSegment } from '../../easing/utils/get-easing-for-segment.mjs';\nimport { defaultOffset } from '../../utils/offsets/default.mjs';\nimport { fillOffset } from '../../utils/offsets/fill.mjs';\nimport { isMotionValue } from '../../value/utils/is-motion-value.mjs';\nimport { resolveSubjects } from '../animate/resolve-subjects.mjs';\nimport { calculateRepeatDuration } from './utils/calc-repeat-duration.mjs';\nimport { calcNextTime } from './utils/calc-time.mjs';\nimport { addKeyframes } from './utils/edit.mjs';\nimport { normalizeTimes } from './utils/normalize-times.mjs';\nimport { compareByTime } from './utils/sort.mjs';\n\nconst defaultSegmentEasing = \"easeInOut\";\nconst MAX_REPEAT = 20;\nfunction createAnimationsFromSequence(sequence, { defaultTransition = {}, ...sequenceTransition } = {}, scope, generators) {\n    const defaultDuration = defaultTransition.duration || 0.3;\n    const animationDefinitions = new Map();\n    const sequences = new Map();\n    const elementCache = {};\n    const timeLabels = new Map();\n    let prevTime = 0;\n    let currentTime = 0;\n    let totalDuration = 0;\n    /**\n     * Build the timeline by mapping over the sequence array and converting\n     * the definitions into keyframes and offsets with absolute time values.\n     * These will later get converted into relative offsets in a second pass.\n     */\n    for (let i = 0; i &lt; sequence.length; i++) {\n        const segment = sequence[i];\n        /**\n         * If this is a timeline label, mark it and skip the rest of this iteration.\n         */\n        if (typeof segment === \"string\") {\n            timeLabels.set(segment, currentTime);\n            continue;\n        }\n        else if (!Array.isArray(segment)) {\n            timeLabels.set(segment.name, calcNextTime(currentTime, segment.at, prevTime, timeLabels));\n            continue;\n        }\n        let [subject, keyframes, transition = {}] = segment;\n        /**\n         * If a relative or absolute time value has been specified we need to resolve\n         * it in relation to the currentTime.\n         */\n        if (transition.at !== undefined) {\n            currentTime = calcNextTime(currentTime, transition.at, prevTime, timeLabels);\n        }\n        /**\n         * Keep track of the maximum duration in this definition. This will be\n         * applied to currentTime once the definition has been parsed.\n         */\n        let maxDuration = 0;\n        const resolveValueSequence = (valueKeyframes, valueTransition, valueSequence, elementIndex = 0, numSubjects = 0) =&gt; {\n            const valueKeyframesAsList = keyframesAsList(valueKeyframes);\n            const { delay = 0, times = defaultOffset(valueKeyframesAsList), type = \"keyframes\", repeat, repeatType, repeatDelay = 0, ...remainingTransition } = valueTransition;\n            let { ease = defaultTransition.ease || \"easeOut\", duration } = valueTransition;\n            /**\n             * Resolve stagger() if defined.\n             */\n            const calculatedDelay = typeof delay === \"function\"\n                ? delay(elementIndex, numSubjects)\n                : delay;\n            /**\n             * If this animation should and can use a spring, generate a spring easing function.\n             */\n            const numKeyframes = valueKeyframesAsList.length;\n            const createGenerator = isGenerator(type)\n                ? type\n                : generators === null || generators === void 0 ? void 0 : generators[type];\n            if (numKeyframes &lt;= 2 &amp;&amp; createGenerator) {\n                /**\n                 * As we're creating an easing function from a spring,\n                 * ideally we want to generate it using the real distance\n                 * between the two keyframes. However this isn't always\n                 * possible - in these situations we use 0-100.\n                 */\n                let absoluteDelta = 100;\n                if (numKeyframes === 2 &amp;&amp;\n                    isNumberKeyframesArray(valueKeyframesAsList)) {\n                    const delta = valueKeyframesAsList[1] - valueKeyframesAsList[0];\n                    absoluteDelta = Math.abs(delta);\n                }\n                const springTransition = { ...remainingTransition };\n                if (duration !== undefined) {\n                    springTransition.duration = secondsToMilliseconds(duration);\n                }\n                const springEasing = createGeneratorEasing(springTransition, absoluteDelta, createGenerator);\n                ease = springEasing.ease;\n                duration = springEasing.duration;\n            }\n            duration !== null &amp;&amp; duration !== void 0 ? duration : (duration = defaultDuration);\n            const startTime = currentTime + calculatedDelay;\n            /**\n             * If there's only one time offset of 0, fill in a second with length 1\n             */\n            if (times.length === 1 &amp;&amp; times[0] === 0) {\n                times[1] = 1;\n            }\n            /**\n             * Fill out if offset if fewer offsets than keyframes\n             */\n            const remainder = times.length - valueKeyframesAsList.length;\n            remainder &gt; 0 &amp;&amp; fillOffset(times, remainder);\n            /**\n             * If only one value has been set, ie [1], push a null to the start of\n             * the keyframe array. This will let us mark a keyframe at this point\n             * that will later be hydrated with the previous value.\n             */\n            valueKeyframesAsList.length === 1 &amp;&amp;\n                valueKeyframesAsList.unshift(null);\n            /**\n             * Handle repeat options\n             */\n            if (repeat) {\n                invariant(repeat &lt; MAX_REPEAT, \"Repeat count too high, must be less than 20\");\n                duration = calculateRepeatDuration(duration, repeat);\n                const originalKeyframes = [...valueKeyframesAsList];\n                const originalTimes = [...times];\n                ease = Array.isArray(ease) ? [...ease] : [ease];\n                const originalEase = [...ease];\n                for (let repeatIndex = 0; repeatIndex &lt; repeat; repeatIndex++) {\n                    valueKeyframesAsList.push(...originalKeyframes);\n                    for (let keyframeIndex = 0; keyframeIndex &lt; originalKeyframes.length; keyframeIndex++) {\n                        times.push(originalTimes[keyframeIndex] + (repeatIndex + 1));\n                        ease.push(keyframeIndex === 0\n                            ? \"linear\"\n                            : getEasingForSegment(originalEase, keyframeIndex - 1));\n                    }\n                }\n                normalizeTimes(times, repeat);\n            }\n            const targetTime = startTime + duration;\n            /**\n             * Add keyframes, mapping offsets to absolute time.\n             */\n            addKeyframes(valueSequence, valueKeyframesAsList, ease, times, startTime, targetTime);\n            maxDuration = Math.max(calculatedDelay + duration, maxDuration);\n            totalDuration = Math.max(targetTime, totalDuration);\n        };\n        if (isMotionValue(subject)) {\n            const subjectSequence = getSubjectSequence(subject, sequences);\n            resolveValueSequence(keyframes, transition, getValueSequence(\"default\", subjectSequence));\n        }\n        else {\n            const subjects = resolveSubjects(subject, keyframes, scope, elementCache);\n            const numSubjects = subjects.length;\n            /**\n             * For every element in this segment, process the defined values.\n             */\n            for (let subjectIndex = 0; subjectIndex &lt; numSubjects; subjectIndex++) {\n                /**\n                 * Cast necessary, but we know these are of this type\n                 */\n                keyframes = keyframes;\n                transition = transition;\n                const thisSubject = subjects[subjectIndex];\n                const subjectSequence = getSubjectSequence(thisSubject, sequences);\n                for (const key in keyframes) {\n                    resolveValueSequence(keyframes[key], getValueTransition(transition, key), getValueSequence(key, subjectSequence), subjectIndex, numSubjects);\n                }\n            }\n        }\n        prevTime = currentTime;\n        currentTime += maxDuration;\n    }\n    /**\n     * For every element and value combination create a new animation.\n     */\n    sequences.forEach((valueSequences, element) =&gt; {\n        for (const key in valueSequences) {\n            const valueSequence = valueSequences[key];\n            /**\n             * Arrange all the keyframes in ascending time order.\n             */\n            valueSequence.sort(compareByTime);\n            const keyframes = [];\n            const valueOffset = [];\n            const valueEasing = [];\n            /**\n             * For each keyframe, translate absolute times into\n             * relative offsets based on the total duration of the timeline.\n             */\n            for (let i = 0; i &lt; valueSequence.length; i++) {\n                const { at, value, easing } = valueSequence[i];\n                keyframes.push(value);\n                valueOffset.push(progress(0, totalDuration, at));\n                valueEasing.push(easing || \"easeOut\");\n            }\n            /**\n             * If the first keyframe doesn't land on offset: 0\n             * provide one by duplicating the initial keyframe. This ensures\n             * it snaps to the first keyframe when the animation starts.\n             */\n            if (valueOffset[0] !== 0) {\n                valueOffset.unshift(0);\n                keyframes.unshift(keyframes[0]);\n                valueEasing.unshift(defaultSegmentEasing);\n            }\n            /**\n             * If the last keyframe doesn't land on offset: 1\n             * provide one with a null wildcard value. This will ensure it\n             * stays static until the end of the animation.\n             */\n            if (valueOffset[valueOffset.length - 1] !== 1) {\n                valueOffset.push(1);\n                keyframes.push(null);\n            }\n            if (!animationDefinitions.has(element)) {\n                animationDefinitions.set(element, {\n                    keyframes: {},\n                    transition: {},\n                });\n            }\n            const definition = animationDefinitions.get(element);\n            definition.keyframes[key] = keyframes;\n            definition.transition[key] = {\n                ...defaultTransition,\n                duration: totalDuration,\n                ease: valueEasing,\n                times: valueOffset,\n                ...sequenceTransition,\n            };\n        }\n    });\n    return animationDefinitions;\n}\nfunction getSubjectSequence(subject, sequences) {\n    !sequences.has(subject) &amp;&amp; sequences.set(subject, {});\n    return sequences.get(subject);\n}\nfunction getValueSequence(name, sequences) {\n    if (!sequences[name])\n        sequences[name] = [];\n    return sequences[name];\n}\nfunction keyframesAsList(keyframes) {\n    return Array.isArray(keyframes) ? keyframes : [keyframes];\n}\nfunction getValueTransition(transition, key) {\n    return transition &amp;&amp; transition[key]\n        ? {\n            ...transition,\n            ...transition[key],\n        }\n        : { ...transition };\n}\nconst isNumber = (keyframe) =&gt; typeof keyframe === \"number\";\nconst isNumberKeyframesArray = (keyframes) =&gt; keyframes.every(isNumber);\n\nexport { createAnimationsFromSequence, getValueTransition };\n","import { createBox } from '../../projection/geometry/models.mjs';\nimport { VisualElement } from '../VisualElement.mjs';\n\nfunction isObjectKey(key, object) {\n    return key in object;\n}\nclass ObjectVisualElement extends VisualElement {\n    constructor() {\n        super(...arguments);\n        this.type = \"object\";\n    }\n    readValueFromInstance(instance, key) {\n        if (isObjectKey(key, instance)) {\n            const value = instance[key];\n            if (typeof value === \"string\" || typeof value === \"number\") {\n                return value;\n            }\n        }\n        return undefined;\n    }\n    getBaseTargetFromProps() {\n        return undefined;\n    }\n    removeValueFromRenderState(key, renderState) {\n        delete renderState.output[key];\n    }\n    measureInstanceViewportBox() {\n        return createBox();\n    }\n    build(renderState, latestValues) {\n        Object.assign(renderState.output, latestValues);\n    }\n    renderInstance(instance, { output }) {\n        Object.assign(instance, output);\n    }\n    sortInstanceNodePosition() {\n        return 0;\n    }\n}\n\nexport { ObjectVisualElement };\n","import { isSVGElement } from '../../render/dom/utils/is-svg-element.mjs';\nimport { SVGVisualElement } from '../../render/svg/SVGVisualElement.mjs';\nimport { HTMLVisualElement } from '../../render/html/HTMLVisualElement.mjs';\nimport { visualElementStore } from '../../render/store.mjs';\nimport { ObjectVisualElement } from '../../render/object/ObjectVisualElement.mjs';\n\nfunction createDOMVisualElement(element) {\n    const options = {\n        presenceContext: null,\n        props: {},\n        visualState: {\n            renderState: {\n                transform: {},\n                transformOrigin: {},\n                style: {},\n                vars: {},\n                attrs: {},\n            },\n            latestValues: {},\n        },\n    };\n    const node = isSVGElement(element)\n        ? new SVGVisualElement(options)\n        : new HTMLVisualElement(options);\n    node.mount(element);\n    visualElementStore.set(element, node);\n}\nfunction createObjectVisualElement(subject) {\n    const options = {\n        presenceContext: null,\n        props: {},\n        visualState: {\n            renderState: {\n                output: {},\n            },\n            latestValues: {},\n        },\n    };\n    const node = new ObjectVisualElement(options);\n    node.mount(subject);\n    visualElementStore.set(subject, node);\n}\n\nexport { createDOMVisualElement, createObjectVisualElement };\n","import { invariant } from 'motion-utils';\nimport { visualElementStore } from '../../render/store.mjs';\nimport { isMotionValue } from '../../value/utils/is-motion-value.mjs';\nimport { animateTarget } from '../interfaces/visual-element-target.mjs';\nimport { createDOMVisualElement, createObjectVisualElement } from '../utils/create-visual-element.mjs';\nimport { isDOMKeyframes } from '../utils/is-dom-keyframes.mjs';\nimport { resolveSubjects } from './resolve-subjects.mjs';\nimport { animateSingleValue } from './single-value.mjs';\n\nfunction isSingleValue(subject, keyframes) {\n    return (isMotionValue(subject) ||\n        typeof subject === \"number\" ||\n        (typeof subject === \"string\" &amp;&amp; !isDOMKeyframes(keyframes)));\n}\n/**\n * Implementation\n */\nfunction animateSubject(subject, keyframes, options, scope) {\n    const animations = [];\n    if (isSingleValue(subject, keyframes)) {\n        animations.push(animateSingleValue(subject, isDOMKeyframes(keyframes)\n            ? keyframes.default || keyframes\n            : keyframes, options ? options.default || options : options));\n    }\n    else {\n        const subjects = resolveSubjects(subject, keyframes, scope);\n        const numSubjects = subjects.length;\n        invariant(Boolean(numSubjects), \"No valid elements provided.\");\n        for (let i = 0; i &lt; numSubjects; i++) {\n            const thisSubject = subjects[i];\n            const createVisualElement = thisSubject instanceof Element\n                ? createDOMVisualElement\n                : createObjectVisualElement;\n            if (!visualElementStore.has(thisSubject)) {\n                createVisualElement(thisSubject);\n            }\n            const visualElement = visualElementStore.get(thisSubject);\n            const transition = { ...options };\n            /**\n             * Resolve stagger function if provided.\n             */\n            if (\"delay\" in transition &amp;&amp;\n                typeof transition.delay === \"function\") {\n                transition.delay = transition.delay(i, numSubjects);\n            }\n            animations.push(...animateTarget(visualElement, { ...keyframes, transition }, {}));\n        }\n    }\n    return animations;\n}\n\nexport { animateSubject };\n","import { spring } from '../generators/spring/index.mjs';\nimport { createAnimationsFromSequence } from '../sequence/create.mjs';\nimport { animateSubject } from './subject.mjs';\n\nfunction animateSequence(sequence, options, scope) {\n    const animations = [];\n    const animationDefinitions = createAnimationsFromSequence(sequence, options, scope, { spring });\n    animationDefinitions.forEach(({ keyframes, transition }, subject) =&gt; {\n        animations.push(...animateSubject(subject, keyframes, transition));\n    });\n    return animations;\n}\n\nexport { animateSequence };\n","import { GroupPlaybackControls } from 'motion-dom';\nimport { animateSequence } from './sequence.mjs';\nimport { animateSubject } from './subject.mjs';\n\nfunction isSequence(value) {\n    return Array.isArray(value) &amp;&amp; value.some(Array.isArray);\n}\n/**\n * Creates an animation function that is optionally scoped\n * to a specific element.\n */\nfunction createScopedAnimate(scope) {\n    /**\n     * Implementation\n     */\n    function scopedAnimate(subjectOrSequence, optionsOrKeyframes, options) {\n        let animations = [];\n        if (isSequence(subjectOrSequence)) {\n            animations = animateSequence(subjectOrSequence, optionsOrKeyframes, scope);\n        }\n        else {\n            animations = animateSubject(subjectOrSequence, optionsOrKeyframes, options, scope);\n        }\n        const animation = new GroupPlaybackControls(animations);\n        if (scope) {\n            scope.animations.push(animation);\n        }\n        return animation;\n    }\n    return scopedAnimate;\n}\nconst animate = createScopedAnimate();\n\nexport { animate, createScopedAnimate 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