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(function (global, factory) {
    typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
    typeof define === 'function' && define.amd ? define(['exports'], factory) :
    (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.MotionUtils = {}));
})(this, (function (exports) { 'use strict';

    function addUniqueItem(arr, item) {
        if (arr.indexOf(item) === -1)
            arr.push(item);
    }
    function removeItem(arr, item) {
        const index = arr.indexOf(item);
        if (index > -1)
            arr.splice(index, 1);
    }
    // Adapted from array-move
    function moveItem([...arr], fromIndex, toIndex) {
        const startIndex = fromIndex < 0 ? arr.length + fromIndex : fromIndex;
        if (startIndex >= 0 && startIndex < arr.length) {
            const endIndex = toIndex < 0 ? arr.length + toIndex : toIndex;
            const [item] = arr.splice(fromIndex, 1);
            arr.splice(endIndex, 0, item);
        }
        return arr;
    }

    const clamp = (min, max, v) => {
        if (v > max)
            return max;
        if (v < min)
            return min;
        return v;
    };

    exports.warning = () => { };
    exports.invariant = () => { };
    {
        exports.warning = (check, message) => {
            if (!check && typeof console !== "undefined") {
                console.warn(message);
            }
        };
        exports.invariant = (check, message) => {
            if (!check) {
                throw new Error(message);
            }
        };
    }

    const MotionGlobalConfig = {};

    /**
     * Check if value is a numerical string, ie a string that is purely a number eg "100" or "-100.1"
     */
    const isNumericalString = (v) => /^-?(?:\d+(?:\.\d+)?|\.\d+)$/u.test(v);

    function isObject(value) {
        return typeof value === "object" && value !== null;
    }

    /**
     * Check if the value is a zero value string like "0px" or "0%"
     */
    const isZeroValueString = (v) => /^0[^.\s]+$/u.test(v);

    /*#__NO_SIDE_EFFECTS__*/
    function memo(callback) {
        let result;
        return () => {
            if (result === undefined)
                result = callback();
            return result;
        };
    }

    /*#__NO_SIDE_EFFECTS__*/
    const noop = (any) => any;

    /**
     * Pipe
     * Compose other transformers to run linearily
     * pipe(min(20), max(40))
     * @param  {...functions} transformers
     * @return {function}
     */
    const combineFunctions = (a, b) => (v) => b(a(v));
    const pipe = (...transformers) => transformers.reduce(combineFunctions);

    /*
      Progress within given range

      Given a lower limit and an upper limit, we return the progress
      (expressed as a number 0-1) represented by the given value, and
      limit that progress to within 0-1.

      @param [number]: Lower limit
      @param [number]: Upper limit
      @param [number]: Value to find progress within given range
      @return [number]: Progress of value within range as expressed 0-1
    */
    /*#__NO_SIDE_EFFECTS__*/
    const progress = (from, to, value) => {
        const toFromDifference = to - from;
        return toFromDifference === 0 ? 1 : (value - from) / toFromDifference;
    };

    class SubscriptionManager {
        constructor() {
            this.subscriptions = [];
        }
        add(handler) {
            addUniqueItem(this.subscriptions, handler);
            return () => removeItem(this.subscriptions, handler);
        }
        notify(a, b, c) {
            const numSubscriptions = this.subscriptions.length;
            if (!numSubscriptions)
                return;
            if (numSubscriptions === 1) {
                /**
                 * If there's only a single handler we can just call it without invoking a loop.
                 */
                this.subscriptions[0](a, b, c);
            }
            else {
                for (let i = 0; i < numSubscriptions; i++) {
                    /**
                     * Check whether the handler exists before firing as it's possible
                     * the subscriptions were modified during this loop running.
                     */
                    const handler = this.subscriptions[i];
                    handler && handler(a, b, c);
                }
            }
        }
        getSize() {
            return this.subscriptions.length;
        }
        clear() {
            this.subscriptions.length = 0;
        }
    }

    /**
     * Converts seconds to milliseconds
     *
     * @param seconds - Time in seconds.
     * @return milliseconds - Converted time in milliseconds.
     */
    /*#__NO_SIDE_EFFECTS__*/
    const secondsToMilliseconds = (seconds) => seconds * 1000;
    /*#__NO_SIDE_EFFECTS__*/
    const millisecondsToSeconds = (milliseconds) => milliseconds / 1000;

    /*
      Convert velocity into velocity per second

      @param [number]: Unit per frame
      @param [number]: Frame duration in ms
    */
    function velocityPerSecond(velocity, frameDuration) {
        return frameDuration ? velocity * (1000 / frameDuration) : 0;
    }

    const warned = new Set();
    function hasWarned(message) {
        return warned.has(message);
    }
    function warnOnce(condition, message, element) {
        if (condition || warned.has(message))
            return;
        console.warn(message);
        if (element)
            console.warn(element);
        warned.add(message);
    }

    const wrap = (min, max, v) => {
        const rangeSize = max - min;
        return ((((v - min) % rangeSize) + rangeSize) % rangeSize) + min;
    };

    /*
      Bezier function generator
      This has been modified from Gaƫtan Renaudeau's BezierEasing
      https://github.com/gre/bezier-easing/blob/master/src/index.js
      https://github.com/gre/bezier-easing/blob/master/LICENSE
      
      I've removed the newtonRaphsonIterate algo because in benchmarking it
      wasn't noticiably faster than binarySubdivision, indeed removing it
      usually improved times, depending on the curve.
      I also removed the lookup table, as for the added bundle size and loop we're
      only cutting ~4 or so subdivision iterations. I bumped the max iterations up
      to 12 to compensate and this still tended to be faster for no perceivable
      loss in accuracy.
      Usage
        const easeOut = cubicBezier(.17,.67,.83,.67);
        const x = easeOut(0.5); // returns 0.627...
    */
    // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
    const calcBezier = (t, a1, a2) => (((1.0 - 3.0 * a2 + 3.0 * a1) * t + (3.0 * a2 - 6.0 * a1)) * t + 3.0 * a1) *
        t;
    const subdivisionPrecision = 0.0000001;
    const subdivisionMaxIterations = 12;
    function binarySubdivide(x, lowerBound, upperBound, mX1, mX2) {
        let currentX;
        let currentT;
        let i = 0;
        do {
            currentT = lowerBound + (upperBound - lowerBound) / 2.0;
            currentX = calcBezier(currentT, mX1, mX2) - x;
            if (currentX > 0.0) {
                upperBound = currentT;
            }
            else {
                lowerBound = currentT;
            }
        } while (Math.abs(currentX) > subdivisionPrecision &&
            ++i < subdivisionMaxIterations);
        return currentT;
    }
    function cubicBezier(mX1, mY1, mX2, mY2) {
        // If this is a linear gradient, return linear easing
        if (mX1 === mY1 && mX2 === mY2)
            return noop;
        const getTForX = (aX) => binarySubdivide(aX, 0, 1, mX1, mX2);
        // If animation is at start/end, return t without easing
        return (t) => t === 0 || t === 1 ? t : calcBezier(getTForX(t), mY1, mY2);
    }

    // Accepts an easing function and returns a new one that outputs mirrored values for
    // the second half of the animation. Turns easeIn into easeInOut.
    const mirrorEasing = (easing) => (p) => p <= 0.5 ? easing(2 * p) / 2 : (2 - easing(2 * (1 - p))) / 2;

    // Accepts an easing function and returns a new one that outputs reversed values.
    // Turns easeIn into easeOut.
    const reverseEasing = (easing) => (p) => 1 - easing(1 - p);

    const backOut = /*@__PURE__*/ cubicBezier(0.33, 1.53, 0.69, 0.99);
    const backIn = /*@__PURE__*/ reverseEasing(backOut);
    const backInOut = /*@__PURE__*/ mirrorEasing(backIn);

    const anticipate = (p) => (p *= 2) < 1 ? 0.5 * backIn(p) : 0.5 * (2 - Math.pow(2, -10 * (p - 1)));

    const circIn = (p) => 1 - Math.sin(Math.acos(p));
    const circOut = reverseEasing(circIn);
    const circInOut = mirrorEasing(circIn);

    const easeIn = /*@__PURE__*/ cubicBezier(0.42, 0, 1, 1);
    const easeOut = /*@__PURE__*/ cubicBezier(0, 0, 0.58, 1);
    const easeInOut = /*@__PURE__*/ cubicBezier(0.42, 0, 0.58, 1);

    function steps(numSteps, direction = "end") {
        return (progress) => {
            progress =
                direction === "end"
                    ? Math.min(progress, 0.999)
                    : Math.max(progress, 0.001);
            const expanded = progress * numSteps;
            const rounded = direction === "end" ? Math.floor(expanded) : Math.ceil(expanded);
            return clamp(0, 1, rounded / numSteps);
        };
    }

    const isEasingArray = (ease) => {
        return Array.isArray(ease) && typeof ease[0] !== "number";
    };

    function getEasingForSegment(easing, i) {
        return isEasingArray(easing) ? easing[wrap(0, easing.length, i)] : easing;
    }

    const isBezierDefinition = (easing) => Array.isArray(easing) && typeof easing[0] === "number";

    const easingLookup = {
        linear: noop,
        easeIn,
        easeInOut,
        easeOut,
        circIn,
        circInOut,
        circOut,
        backIn,
        backInOut,
        backOut,
        anticipate,
    };
    const isValidEasing = (easing) => {
        return typeof easing === "string";
    };
    const easingDefinitionToFunction = (definition) => {
        if (isBezierDefinition(definition)) {
            // If cubic bezier definition, create bezier curve
            exports.invariant(definition.length === 4, `Cubic bezier arrays must contain four numerical values.`);
            const [x1, y1, x2, y2] = definition;
            return cubicBezier(x1, y1, x2, y2);
        }
        else if (isValidEasing(definition)) {
            // Else lookup from table
            exports.invariant(easingLookup[definition] !== undefined, `Invalid easing type '${definition}'`);
            return easingLookup[definition];
        }
        return definition;
    };

    exports.MotionGlobalConfig = MotionGlobalConfig;
    exports.SubscriptionManager = SubscriptionManager;
    exports.addUniqueItem = addUniqueItem;
    exports.anticipate = anticipate;
    exports.backIn = backIn;
    exports.backInOut = backInOut;
    exports.backOut = backOut;
    exports.circIn = circIn;
    exports.circInOut = circInOut;
    exports.circOut = circOut;
    exports.clamp = clamp;
    exports.cubicBezier = cubicBezier;
    exports.easeIn = easeIn;
    exports.easeInOut = easeInOut;
    exports.easeOut = easeOut;
    exports.easingDefinitionToFunction = easingDefinitionToFunction;
    exports.getEasingForSegment = getEasingForSegment;
    exports.hasWarned = hasWarned;
    exports.isBezierDefinition = isBezierDefinition;
    exports.isEasingArray = isEasingArray;
    exports.isNumericalString = isNumericalString;
    exports.isObject = isObject;
    exports.isZeroValueString = isZeroValueString;
    exports.memo = memo;
    exports.millisecondsToSeconds = millisecondsToSeconds;
    exports.mirrorEasing = mirrorEasing;
    exports.moveItem = moveItem;
    exports.noop = noop;
    exports.pipe = pipe;
    exports.progress = progress;
    exports.removeItem = removeItem;
    exports.reverseEasing = reverseEasing;
    exports.secondsToMilliseconds = secondsToMilliseconds;
    exports.steps = steps;
    exports.velocityPerSecond = velocityPerSecond;
    exports.warnOnce = warnOnce;
    exports.wrap = wrap;

}));

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