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frontend/node_modules/framer-motion/dist/es/animation/optimized-appear/start.mjs
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173
frontend/node_modules/framer-motion/dist/es/animation/optimized-appear/start.mjs
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import { appearStoreId } from './store-id.mjs';
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import { startWaapiAnimation } from '../animators/waapi/index.mjs';
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import { optimizedAppearDataId } from './data-id.mjs';
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import { handoffOptimizedAppearAnimation } from './handoff.mjs';
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import { appearAnimationStore, appearComplete } from './store.mjs';
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import { noop } from 'motion-utils';
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import { getOptimisedAppearId } from './get-appear-id.mjs';
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/**
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* A single time to use across all animations to manually set startTime
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* and ensure they're all in sync.
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*/
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let startFrameTime;
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/**
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* A dummy animation to detect when Chrome is ready to start
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* painting the page and hold off from triggering the real animation
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* until then. We only need one animation to detect paint ready.
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*
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* https://bugs.chromium.org/p/chromium/issues/detail?id=1406850
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*/
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let readyAnimation;
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/**
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* Keep track of animations that were suspended vs cancelled so we
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* can easily resume them when we're done measuring layout.
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*/
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const suspendedAnimations = new Set();
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function resumeSuspendedAnimations() {
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suspendedAnimations.forEach((data) => {
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data.animation.play();
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data.animation.startTime = data.startTime;
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});
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suspendedAnimations.clear();
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}
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function startOptimizedAppearAnimation(element, name, keyframes, options, onReady) {
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// Prevent optimised appear animations if Motion has already started animating.
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if (window.MotionIsMounted) {
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return;
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}
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const id = element.dataset[optimizedAppearDataId];
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if (!id)
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return;
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window.MotionHandoffAnimation = handoffOptimizedAppearAnimation;
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const storeId = appearStoreId(id, name);
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if (!readyAnimation) {
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readyAnimation = startWaapiAnimation(element, name, [keyframes[0], keyframes[0]],
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/**
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* 10 secs is basically just a super-safe duration to give Chrome
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* long enough to get the animation ready.
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*/
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{ duration: 10000, ease: "linear" });
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appearAnimationStore.set(storeId, {
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animation: readyAnimation,
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startTime: null,
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});
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/**
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* If there's no readyAnimation then there's been no instantiation
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* of handoff animations.
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*/
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window.MotionHandoffAnimation = handoffOptimizedAppearAnimation;
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window.MotionHasOptimisedAnimation = (elementId, valueName) => {
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if (!elementId)
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return false;
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/**
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* Keep a map of elementIds that have started animating. We check
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* via ID instead of Element because of hydration errors and
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* pre-hydration checks. We also actively record IDs as they start
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* animating rather than simply checking for data-appear-id as
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* this attrbute might be present but not lead to an animation, for
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* instance if the element's appear animation is on a different
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* breakpoint.
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*/
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if (!valueName) {
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return appearComplete.has(elementId);
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}
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const animationId = appearStoreId(elementId, valueName);
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return Boolean(appearAnimationStore.get(animationId));
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};
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window.MotionHandoffMarkAsComplete = (elementId) => {
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if (appearComplete.has(elementId)) {
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appearComplete.set(elementId, true);
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}
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};
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window.MotionHandoffIsComplete = (elementId) => {
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return appearComplete.get(elementId) === true;
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};
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/**
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* We only need to cancel transform animations as
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* they're the ones that will interfere with the
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* layout animation measurements.
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*/
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window.MotionCancelOptimisedAnimation = (elementId, valueName, frame, canResume) => {
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const animationId = appearStoreId(elementId, valueName);
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const data = appearAnimationStore.get(animationId);
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if (!data)
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return;
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if (frame && canResume === undefined) {
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/**
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* Wait until the end of the subsequent frame to cancel the animation
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* to ensure we don't remove the animation before the main thread has
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* had a chance to resolve keyframes and render.
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*/
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frame.postRender(() => {
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frame.postRender(() => {
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data.animation.cancel();
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});
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});
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}
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else {
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data.animation.cancel();
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}
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if (frame && canResume) {
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suspendedAnimations.add(data);
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frame.render(resumeSuspendedAnimations);
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}
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else {
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appearAnimationStore.delete(animationId);
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/**
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* If there are no more animations left, we can remove the cancel function.
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* This will let us know when we can stop checking for conflicting layout animations.
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*/
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if (!appearAnimationStore.size) {
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window.MotionCancelOptimisedAnimation = undefined;
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}
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}
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};
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window.MotionCheckAppearSync = (visualElement, valueName, value) => {
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var _a, _b;
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const appearId = getOptimisedAppearId(visualElement);
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if (!appearId)
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return;
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const valueIsOptimised = (_a = window.MotionHasOptimisedAnimation) === null || _a === void 0 ? void 0 : _a.call(window, appearId, valueName);
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const externalAnimationValue = (_b = visualElement.props.values) === null || _b === void 0 ? void 0 : _b[valueName];
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if (!valueIsOptimised || !externalAnimationValue)
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return;
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const removeSyncCheck = value.on("change", (latestValue) => {
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var _a;
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if (externalAnimationValue.get() !== latestValue) {
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(_a = window.MotionCancelOptimisedAnimation) === null || _a === void 0 ? void 0 : _a.call(window, appearId, valueName);
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removeSyncCheck();
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}
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});
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return removeSyncCheck;
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};
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}
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const startAnimation = () => {
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readyAnimation.cancel();
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const appearAnimation = startWaapiAnimation(element, name, keyframes, options);
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/**
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* Record the time of the first started animation. We call performance.now() once
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* here and once in handoff to ensure we're getting
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* close to a frame-locked time. This keeps all animations in sync.
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*/
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if (startFrameTime === undefined) {
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startFrameTime = performance.now();
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}
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appearAnimation.startTime = startFrameTime;
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appearAnimationStore.set(storeId, {
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animation: appearAnimation,
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startTime: startFrameTime,
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});
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if (onReady)
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onReady(appearAnimation);
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};
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appearComplete.set(id, false);
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if (readyAnimation.ready) {
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readyAnimation.ready.then(startAnimation).catch(noop);
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}
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else {
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startAnimation();
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}
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}
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export { startOptimizedAppearAnimation };
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