@onlynative/inertia 0.0.1-alpha.7 → 0.0.1-alpha.9

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Files changed (72) hide show
  1. package/README.md +1 -1
  2. package/dist/gestureLayer/index.d.mts +119 -0
  3. package/dist/gestureLayer/index.d.ts +119 -0
  4. package/dist/gestureLayer/index.js +346 -0
  5. package/dist/gestureLayer/index.js.map +1 -0
  6. package/dist/gestureLayer/index.mjs +344 -0
  7. package/dist/gestureLayer/index.mjs.map +1 -0
  8. package/dist/index.d.mts +114 -74
  9. package/dist/index.d.ts +114 -74
  10. package/dist/index.js +388 -1542
  11. package/dist/index.js.map +1 -1
  12. package/dist/index.mjs +388 -1545
  13. package/dist/index.mjs.map +1 -1
  14. package/dist/motion/Image.d.mts +1 -1
  15. package/dist/motion/Image.d.ts +1 -1
  16. package/dist/motion/Image.js +244 -1462
  17. package/dist/motion/Image.js.map +1 -1
  18. package/dist/motion/Image.mjs +247 -1465
  19. package/dist/motion/Image.mjs.map +1 -1
  20. package/dist/motion/Pressable.d.mts +1 -1
  21. package/dist/motion/Pressable.d.ts +1 -1
  22. package/dist/motion/Pressable.js +244 -1462
  23. package/dist/motion/Pressable.js.map +1 -1
  24. package/dist/motion/Pressable.mjs +247 -1465
  25. package/dist/motion/Pressable.mjs.map +1 -1
  26. package/dist/motion/ScrollView.d.mts +1 -1
  27. package/dist/motion/ScrollView.d.ts +1 -1
  28. package/dist/motion/ScrollView.js +244 -1462
  29. package/dist/motion/ScrollView.js.map +1 -1
  30. package/dist/motion/ScrollView.mjs +247 -1465
  31. package/dist/motion/ScrollView.mjs.map +1 -1
  32. package/dist/motion/Text.d.mts +1 -1
  33. package/dist/motion/Text.d.ts +1 -1
  34. package/dist/motion/Text.js +244 -1462
  35. package/dist/motion/Text.js.map +1 -1
  36. package/dist/motion/Text.mjs +247 -1465
  37. package/dist/motion/Text.mjs.map +1 -1
  38. package/dist/motion/View.d.mts +1 -1
  39. package/dist/motion/View.d.ts +1 -1
  40. package/dist/motion/View.js +244 -1462
  41. package/dist/motion/View.js.map +1 -1
  42. package/dist/motion/View.mjs +247 -1465
  43. package/dist/motion/View.mjs.map +1 -1
  44. package/dist/touch/index.d.mts +146 -0
  45. package/dist/touch/index.d.ts +146 -0
  46. package/dist/touch/index.js +166 -0
  47. package/dist/touch/index.js.map +1 -0
  48. package/dist/touch/index.mjs +164 -0
  49. package/dist/touch/index.mjs.map +1 -0
  50. package/dist/{types-NmNeJjo1.d.mts → types-cU43dEmH.d.mts} +64 -17
  51. package/dist/{types-NmNeJjo1.d.ts → types-cU43dEmH.d.ts} +64 -17
  52. package/dist/useGesture-B7A_1DVg.d.ts +84 -0
  53. package/dist/useGesture-cimMrzC1.d.mts +84 -0
  54. package/jest-setup.js +4 -0
  55. package/llms.txt +12 -3
  56. package/package.json +22 -2
  57. package/src/__type-tests__/variants.test-d.tsx +67 -0
  58. package/src/gestureLayer/index.ts +21 -0
  59. package/src/gestureLayer/useGestureLayer.ts +285 -0
  60. package/src/index.ts +7 -0
  61. package/src/layout/index.ts +15 -0
  62. package/src/layout/sharedRegistry.ts +111 -0
  63. package/src/layout/useSharedLayout.ts +289 -0
  64. package/src/motion/createMotionComponent.tsx +123 -37
  65. package/src/motion/installCheck.ts +7 -11
  66. package/src/touch/index.ts +18 -0
  67. package/src/touch/useTouchDrag.ts +289 -0
  68. package/src/types.ts +79 -20
  69. package/src/values/index.ts +11 -0
  70. package/src/values/useBooleanSpring.ts +33 -0
  71. package/src/values/useColorTransition.ts +72 -0
  72. package/src/values/useShadow.ts +116 -0
@@ -1 +1 @@
1
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{ createContext, useContext } from 'react'\nimport { useReducedMotion } from 'react-native-reanimated'\n\n/**\n * How descendant Motion primitives should treat reduced-motion preferences.\n *\n * - `'user'` (default): defer to the OS accessibility setting via\n * Reanimated's `useReducedMotion()`. This is the only value that respects\n * user choice and is the right default for app-level wrappers.\n * - `'never'`: animate regardless of OS setting. Use sparingly — e.g. for\n * onboarding transitions you've decided are essential.\n * - `'always'`: never animate, regardless of OS setting. Useful for tests\n * and snapshots.\n */\nexport type ReducedMotion = 'user' | 'never' | 'always'\n\nexport interface MotionConfigValue {\n reducedMotion: ReducedMotion\n}\n\n/**\n * Default config used when a Motion primitive is rendered without a\n * `<MotionConfig>` ancestor. `'user'` means respect the OS setting.\n */\nexport const DEFAULT_MOTION_CONFIG: MotionConfigValue = {\n reducedMotion: 'user',\n}\n\nexport const MotionConfigContext = createContext<MotionConfigValue>(\n DEFAULT_MOTION_CONFIG,\n)\n\n/**\n * Read the active `<MotionConfig>` from a descendant. Returns the default\n * (`'user'`) when no provider is present.\n */\nexport function useMotionConfig(): MotionConfigValue {\n return useContext(MotionConfigContext)\n}\n\n/**\n * Resolve the active reduced-motion mode to a boolean. `'user'` consults\n * Reanimated's OS-backed hook; `'always'` / `'never'` shortcut. Motion\n * primitives call this to decide whether to swap transitions for\n * `no-animation`.\n */\nexport function useShouldReduceMotion(): boolean {\n const { reducedMotion } = useMotionConfig()\n const osReduced = useReducedMotion()\n if (reducedMotion === 'never') return false\n if (reducedMotion === 'always') return true\n return osReduced\n}\n","import { Platform } from 'react-native'\n\n/**\n * Input-modality tracker for the `focusVisible` gesture sub-state.\n *\n * Implements the W3C `:focus-visible` heuristic: a focus event counts as\n * \"visible\" only when the most recent user input was keyboard-driven. Mouse,\n * pointer, and touch events flip the modality to `'pointer'`; keyboard events\n * flip it back to `'keyboard'`.\n *\n * On native platforms there is no pointer-vs-keyboard distinction — focus\n * arrives via D-pad, screen reader, or hardware keyboard, all of which are\n * keyboard-equivalent — so `isFocusVisible()` is unconditionally `true`.\n *\n * The web listeners attach lazily on first call (capture phase, so they run\n * before the focus event reaches the focused element) and stay installed for\n * the lifetime of the document. They are passive and idle-cheap; the cost is\n * one boolean read per `onFocus` dispatch.\n */\n\ntype InputModality = 'keyboard' | 'pointer'\n\n// Default to `'keyboard'` so a programmatic / autofocus that happens before\n// any user input still draws a focus ring — matches the W3C polyfill default.\nlet modality: InputModality = 'keyboard'\nlet installed = false\n\nfunction setKeyboard() {\n modality = 'keyboard'\n}\n\nfunction setPointer() {\n modality = 'pointer'\n}\n\nfunction ensureInstalled(): void {\n if (installed) return\n if (Platform.OS !== 'web') return\n if (typeof document === 'undefined') return\n document.addEventListener('keydown', setKeyboard, true)\n document.addEventListener('mousedown', setPointer, true)\n document.addEventListener('pointerdown', setPointer, true)\n document.addEventListener('touchstart', setPointer, true)\n installed = true\n}\n\n/**\n * `true` if the next `onFocus` should be treated as \"focus-visible\" (keyboard\n * focus). On native, always `true`. On web, reflects the most recent user\n * input modality.\n */\nexport function isFocusVisible(): boolean {\n if (Platform.OS !== 'web') return true\n ensureInstalled()\n return modality === 'keyboard'\n}\n\n/** @internal — test-only hook to reset module state between cases. */\nexport function __resetFocusVisibilityForTests(next: InputModality): void {\n modality = next\n}\n",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"// `isWorkletFunction` lives in `react-native-worklets` (the Reanimated 4 peer\n// dep); Reanimated's own re-export is deprecated.\nimport { isWorkletFunction } from 'react-native-worklets'\nimport { type EasingInput } from '../types'\n\n/**\n * Reanimated 3.9+ validates that easing functions used in nested-transition\n * contexts (variants, sequences, per-property maps) are worklets, and crashes\n * with `[Reanimated] The easing function is not a worklet` otherwise. The\n * library accepts plain functions on the public surface; this helper wraps\n * them so consumers don't have to think about the worklet boundary.\n *\n * If the input is already a worklet (has been processed by the worklets babel\n * plugin), it's returned as-is. Otherwise it's wrapped in a function whose\n * body declares the `'worklet'` directive — when our source is processed by\n * the consumer's worklets babel plugin (the default Expo/RN setup), the\n * wrapper becomes a real worklet that captures the user fn via closure.\n *\n * Reanimated 4 changed `Easing.bezier(...)` to return an\n * `EasingFunctionFactory` (`{ factory: () => EasingFunction }`) rather than\n * the function itself. The helper accepts both shapes — `EasingFunction` and\n * `EasingFunctionFactory` — and unwraps the factory automatically so\n * consumers don't have to call `.factory()` manually.\n *\n * The user fn must be pure: no JS-thread captured refs, no shared mutable\n * state, no calls to non-worklet APIs.\n */\nexport function ensureWorkletEasing(\n easing: EasingInput | undefined,\n): ((t: number) => number) | undefined {\n if (!easing) return undefined\n // Reanimated 4 `EasingFunctionFactory` — unwrap via `.factory()` before\n // checking worklet status, so the wrapped fn (not the factory wrapper)\n // ends up in the transition config.\n const fn = isEasingFactory(easing) ? easing.factory() : easing\n if (isWorkletFunction(fn)) return fn\n const wrapped = (t: number) => {\n 'worklet'\n return fn(t)\n }\n return wrapped\n}\n\nfunction isEasingFactory(\n value: EasingInput,\n): value is { factory: () => (t: number) => number } {\n return (\n typeof value === 'object' &&\n value !== null &&\n 'factory' in value &&\n typeof (value as { factory: unknown }).factory === 'function'\n )\n}\n","import { type SpringTransition } from '../types'\n\n/**\n * Default spring physics, expressed in react-spring vocabulary.\n *\n * `tension: 170` / `friction: 26` / `mass: 1` was picked over Reanimated's\n * raw `stiffness: 100` / `damping: 10` default because the raw default\n * overshoots noticeably for the small (~100px) translates that dominate\n * UI work — buttons, sheets, popovers. These numbers settle in ~350ms with\n * a single, almost-imperceptible overshoot, which matches the perceptual\n * target the rest of the library is tuned against.\n */\nexport const DEFAULT_SPRING: Required<\n Pick<SpringTransition, 'tension' | 'friction' | 'mass'>\n> = {\n tension: 170,\n friction: 26,\n mass: 1,\n}\n\n/**\n * Convert public react-spring vocabulary (`tension` / `friction` / `mass`)\n * to Reanimated's raw `stiffness` / `damping` / `mass`. This is the single\n * place the mapping lives; resolvers, value hooks, and any future surface\n * that needs a Reanimated spring config import from here.\n *\n * The mapping is identity (tension ≡ stiffness, friction ≡ damping) — the\n * names differ but the underlying physics constants are the same. We don't\n * surface the raw names publicly because the react-spring vocabulary is\n * what designers and prior-art consumers expect.\n */\nexport function springToReanimated(t: SpringTransition) {\n 'worklet'\n return {\n stiffness: t.tension ?? DEFAULT_SPRING.tension,\n damping: t.friction ?? DEFAULT_SPRING.friction,\n mass: t.mass ?? DEFAULT_SPRING.mass,\n velocity: t.velocity,\n restSpeedThreshold: t.restSpeedThreshold,\n restDisplacementThreshold: t.restDisplacementThreshold,\n }\n}\n","import { LinearTransition } from 'react-native-reanimated'\nimport { ensureWorkletEasing } from '../transitions/easing'\nimport { DEFAULT_SPRING, springToReanimated } from '../transitions/spring'\nimport { type TransitionConfig } from '../types'\n\nexport type LayoutProp = boolean | TransitionConfig | undefined\n\n/**\n * Resolve the public `layout` prop into a Reanimated `LinearTransition` builder.\n *\n * - `undefined` / `false` / `{ type: 'no-animation' }` → `undefined` (no layout\n * animation; layout changes snap).\n * - `true` → default spring with the library's tuned tension / friction / mass.\n * - `{ type: 'spring', ... }` → spring with react-spring vocabulary, bridged\n * into `springify().damping().stiffness().mass()` via `springToReanimated`.\n * - `{ type: 'timing', ... }` → `.duration().easing()`. User easing fns are\n * auto-wrapped as worklets (Reanimated 3.9+ validates this).\n * - `{ type: 'decay', ... }` → silently downgrades to spring; decay doesn't\n * have a clear target for a layout transition.\n *\n * When `reducedMotion` is true the caller should pass `undefined` so the\n * underlying component renders without a layout animation at all. We choose\n * this over `LinearTransition.duration(0)` because Reanimated still runs the\n * commit-tracking machinery in that case; the snap path is genuinely cheaper.\n */\nexport function resolveLayoutTransition(\n layout: LayoutProp,\n): LinearTransition | undefined {\n if (!layout) return undefined\n\n const cfg: TransitionConfig = layout === true ? { type: 'spring' } : layout\n\n if (cfg.type === 'no-animation') return undefined\n\n if (cfg.type === 'timing') {\n let builder = LinearTransition.duration(cfg.duration ?? 300)\n const easing = ensureWorkletEasing(cfg.easing)\n if (easing) builder = builder.easing(easing)\n if (cfg.delay) builder = builder.delay(cfg.delay)\n return builder\n }\n\n const spring = cfg.type === 'decay' ? ({ type: 'spring' } as const) : cfg\n const { stiffness, damping, mass } = springToReanimated({\n ...DEFAULT_SPRING,\n ...spring,\n })\n let builder = LinearTransition.springify()\n .stiffness(stiffness)\n .damping(damping)\n .mass(mass)\n if ('delay' in spring && spring.delay) builder = builder.delay(spring.delay)\n return builder\n}\n","import { createContext, useContext } from 'react'\n\n/**\n * Per-child contract between `<Presence>` and its descendant Motion\n * primitives. `<Presence>` provides a fresh value to each rendered child;\n * Motion primitives consume it to gate exit animations.\n *\n * - `isPresent`: `true` while the child is in the incoming children list.\n * Flips to `false` when the parent removes it; the child remains rendered\n * until `safeToRemove` is called.\n * - `safeToRemove`: callback the child invokes when its exit animation has\n * settled. `<Presence>` then drops the snapshot entry and unmounts.\n */\nexport interface PresenceContextValue {\n isPresent: boolean\n safeToRemove: () => void\n}\n\nexport const PresenceContext = createContext<PresenceContextValue | null>(null)\n\n/**\n * Read the surrounding `<Presence>` contract from a child component. Returns\n * `null` when there is no `<Presence>` ancestor — useful for components that\n * want to support both standalone and Presence-wrapped use without branching.\n */\nexport function usePresence(): PresenceContextValue | null {\n return useContext(PresenceContext)\n}\n","import {\n Easing,\n withDecay,\n withDelay,\n withRepeat,\n withSequence,\n withSpring,\n withTiming,\n} from 'react-native-reanimated'\nimport { ensureWorkletEasing } from './easing'\nimport { springToReanimated } from './spring'\nimport {\n type AnimatableValue,\n type DecayTransition,\n type RepeatConfig,\n type SequenceStep,\n type SpringTransition,\n type TimingTransition,\n type TransitionConfig,\n} from '../types'\n\n/**\n * UI-thread callback Reanimated invokes when an animation settles. Must be a\n * worklet — callers either author one with `'worklet'` or build one via\n * `runOnJS(...)` to bridge to JS-thread code.\n */\nexport type AnimationCallback = (\n finished?: boolean,\n current?: number | string,\n) => void\n\n/**\n * Per-step callback factory. Resolvers call this with the step's phase and\n * sequence index (or `undefined` for non-sequence animations) and attach the\n * resulting callback to the underlying `withSpring` / `withTiming` /\n * `withDecay` call.\n */\nexport type CallbackFactory = (\n phase: 'step' | 'animation',\n step: number | undefined,\n) => AnimationCallback | undefined\n\nconst DEFAULT_TIMING_DURATION = 250\n\nfunction buildSpring(\n cfg: SpringTransition,\n toValue: number | string,\n cb?: AnimationCallback,\n) {\n return withSpring(toValue as number, springToReanimated(cfg), cb as never)\n}\n\nfunction buildTiming(\n cfg: TimingTransition,\n toValue: number | string,\n cb?: AnimationCallback,\n) {\n return withTiming(\n toValue as number,\n {\n duration: cfg.duration ?? DEFAULT_TIMING_DURATION,\n easing: ensureWorkletEasing(cfg.easing) ?? Easing.inOut(Easing.ease),\n },\n cb as never,\n )\n}\n\nfunction buildDecay(cfg: DecayTransition, cb?: AnimationCallback) {\n return withDecay(\n {\n velocity: cfg.velocity ?? 0,\n deceleration: cfg.deceleration,\n clamp: cfg.clamp,\n },\n cb as never,\n )\n}\n\n/**\n * Build a single-step animation (no repeat / no delay / no sequence) for a\n * given config + target. Pulled out so sequence steps can compose without\n * recursing into repeat/delay handling per step. The callback is forwarded\n * to Reanimated; for `no-animation` the callback is fired synchronously\n * since there's nothing to wait for.\n */\nfunction buildOne(\n cfg: TransitionConfig,\n toValue: number | string,\n cb?: AnimationCallback,\n): unknown {\n if (cfg.type === 'no-animation') {\n if (cb) cb(true, toValue)\n return toValue\n }\n if (cfg.type === 'decay') return buildDecay(cfg, cb)\n if (cfg.type === 'timing') return buildTiming(cfg, toValue, cb)\n return buildSpring(cfg as SpringTransition, toValue, cb)\n}\n\n/**\n * Wrap an animation in `withRepeat` per the unified `repeat` shape:\n * - `number` → finite count, alternating direction\n * - `'infinite'` → endless, alternating direction\n * - `{ count, alternate }`→ explicit; `alternate` defaults to `true`\n */\nfunction applyRepeat(animation: unknown, repeat: RepeatConfig | undefined) {\n if (repeat === undefined) return animation\n if (repeat === 'infinite') {\n return withRepeat(animation as never, -1, true)\n }\n if (typeof repeat === 'number') {\n return withRepeat(animation as never, repeat, true)\n }\n const count = repeat.count === 'infinite' ? -1 : repeat.count\n const alternate = repeat.alternate ?? true\n return withRepeat(animation as never, count, alternate)\n}\n\nfunction applyDelay(animation: unknown, delay: number | undefined) {\n if (!delay || delay <= 0) return animation\n return withDelay(delay, animation as never)\n}\n\n/**\n * Build a Reanimated animation for a single property. Runs on the JS thread\n * once per change and produces a baked `withSpring` / `withTiming` /\n * `withDecay` (optionally wrapped in `withDelay` / `withRepeat`) call. The\n * worklet body only consumes the result.\n *\n * `callback`, when provided, fires once when the underlying single-shot\n * animation settles. Repeat-wrapped animations forward the callback to\n * `withRepeat`, so it fires once per iteration as Reanimated does.\n */\nexport function resolveTransition(\n config: TransitionConfig | undefined,\n toValue: number | string,\n callback?: AnimationCallback,\n): unknown {\n const cfg = config ?? ({ type: 'spring' } as SpringTransition)\n const base = buildOne(cfg, toValue, callback)\n const repeated = applyRepeat(base, repeatOf(cfg))\n return applyDelay(repeated, delayOf(cfg))\n}\n\nfunction repeatOf(cfg: TransitionConfig): RepeatConfig | undefined {\n if (cfg.type === 'no-animation' || cfg.type === 'decay') return undefined\n return cfg.repeat\n}\n\n/**\n * Return `cfg` minus its `repeat` field. Used when peeling top-level repeat\n * off a base transition before passing it down to per-sequence-step\n * resolution — the sequence as a whole is what should repeat, not each step.\n */\nfunction stripRepeat(\n cfg: TransitionConfig | undefined,\n): TransitionConfig | undefined {\n if (!cfg) return cfg\n if (cfg.type === 'no-animation' || cfg.type === 'decay') return cfg\n if (cfg.repeat === undefined) return cfg\n const next = { ...cfg }\n delete next.repeat\n return next\n}\n\nfunction delayOf(cfg: TransitionConfig): number | undefined {\n if (cfg.type === 'no-animation') return undefined\n return cfg.delay\n}\n\n/**\n * True when the value is a `{ to, ...transitionOverride }` sequence step.\n * Plain numbers and plain transition objects fail this check.\n */\nfunction isStepObject<V>(\n v: SequenceStep<V> | V,\n): v is Extract<SequenceStep<V>, { to: V }> {\n return (\n typeof v === 'object' &&\n v !== null &&\n !Array.isArray(v) &&\n 'to' in (v as object)\n )\n}\n\n/**\n * Resolve a per-property `animate` value into a Reanimated animation.\n *\n * Handles the three shapes of `AnimatableValue`:\n * 1. plain value → single `resolveTransition` call\n * 2. `{ to, ...over }` → single step with the override merged into `base`\n * 3. array of either → `withSequence` of resolved steps, with the\n * top-level `repeat` applied at the **sequence level** (not per step).\n * Per-step `repeat` overrides remain step-local.\n */\nexport function resolveAnimatableValue<V extends number | string>(\n value: AnimatableValue<V>,\n base: TransitionConfig | undefined,\n factory?: CallbackFactory,\n): unknown {\n if (Array.isArray(value)) {\n const steps = value as ReadonlyArray<SequenceStep<V>>\n const stepBase = stripRepeat(base)\n const animations = steps.map((step, i) =>\n resolveStep(step, stepBase, factory?.('step', i)),\n )\n const seq = withSequence(...(animations as never[]))\n return applyRepeat(seq, base ? repeatOf(base) : undefined)\n }\n const step = value as SequenceStep<V>\n const cb = factory?.('animation', undefined)\n if (isStepObject<V>(step)) {\n return resolveStep(step, base, cb)\n }\n return resolveTransition(base, step as V, cb)\n}\n\nfunction resolveStep<V extends number | string>(\n step: SequenceStep<V>,\n base: TransitionConfig | undefined,\n cb?: AnimationCallback,\n): unknown {\n if (isStepObject<V>(step)) {\n const { to, ...override } = step as { to: V } & Partial<TransitionConfig>\n const merged = mergeTransition(base, override as Partial<TransitionConfig>)\n return resolveTransition(merged, to, cb)\n }\n return resolveTransition(base, step as V, cb)\n}\n\nfunction mergeTransition(\n base: TransitionConfig | undefined,\n override: Partial<TransitionConfig>,\n): TransitionConfig {\n // If the override declares a `type`, it wins outright — mixing fields from\n // a spring base into a timing override produces garbage. Otherwise inherit\n // the base's type and shallow-merge the rest.\n if (override.type && base && override.type !== base.type) {\n return override as TransitionConfig\n }\n return { ...(base ?? { type: 'spring' }), ...override } as TransitionConfig\n}\n","import { type TransitionConfig } from '../types'\n\n/**\n * Field names that may appear on a `TransitionConfig` (spring / timing /\n * decay / no-animation). Used as a structural discriminator: if every key on\n * an object is in this set, the object is treated as a top-level transition;\n * otherwise it's a per-property / per-layer transition map.\n *\n * Adding a new field to `TransitionConfig` requires adding the name here.\n */\nexport const TRANSITION_CONFIG_KEYS = new Set([\n 'type',\n 'tension',\n 'friction',\n 'mass',\n 'velocity',\n 'restSpeedThreshold',\n 'restDisplacementThreshold',\n 'duration',\n 'easing',\n 'delay',\n 'repeat',\n 'deceleration',\n 'clamp',\n])\n\nexport function isTopLevelTransition(t: unknown): t is TransitionConfig {\n if (t === null || typeof t !== 'object') return false\n const keys = Object.keys(t as object)\n if (keys.length === 0) return false\n return keys.every((k) => TRANSITION_CONFIG_KEYS.has(k))\n}\n","/**\n * Stable string signature for an arbitrary value — used as a dep-array\n * member so a fresh object literal each render doesn't re-fire an effect\n * unless something structurally changed. Functions serialize as `null`\n * (their identity isn't useful in a sig); `undefined` collapses to an empty\n * string so omitted props compare equal across renders.\n */\nexport function stableSig(value: unknown): string {\n if (value === undefined) return ''\n try {\n return stableStringify(value)\n } catch {\n return String(value)\n }\n}\n\n/**\n * JSON.stringify with keys sorted at every level so a sig is invariant under\n * property-declaration order. Functions and `undefined` both serialize as\n * `null` — we accept the latter's information loss (rare in practice) in\n * exchange for not crashing on circular function-bearing graphs.\n */\nfunction stableStringify(v: unknown): string {\n if (v === null || typeof v !== 'object') {\n if (typeof v === 'function' || v === undefined) return 'null'\n return JSON.stringify(v)\n }\n if (Array.isArray(v)) {\n return '[' + v.map(stableStringify).join(',') + ']'\n }\n const obj = v as Record<string, unknown>\n const keys = Object.keys(obj).sort()\n return (\n '{' +\n keys\n .map((k) => JSON.stringify(k) + ':' + stableStringify(obj[k]))\n .join(',') +\n '}'\n )\n}\n","declare const __DEV__: boolean\ndeclare const process: { env?: Record<string, string | undefined> }\ndeclare const require: (path: string) => unknown\n\nlet alreadyChecked = false\n\n/**\n * Surface a clear, actionable error at first `createMotionComponent` call when\n * the consumer's Reanimated install is broken. Production builds, repeat calls,\n * and Jest test runs are all skipped — the check is purely a dev-time\n * paper-cut sander for the two failure modes we can detect from JS:\n *\n * 1. `react-native-reanimated` resolves but is on a v3.x line we don't\n * support (the plugin name and worklet runtime both changed at v4).\n * 2. The worklets babel plugin (`react-native-worklets/plugin` in v4) isn't\n * wired into `babel.config.js`, so `'worklet'` directives are dead strings\n * and the first `withSpring` / `withTiming` call would crash on the UI\n * thread with a generic \"non-worklet function called\" error.\n *\n * The \"Reanimated isn't installed at all\" case isn't handled here — Metro\n * fails to resolve the static `import 'react-native-reanimated'` at the top\n * of `createMotionComponent.tsx` long before this check runs.\n */\nexport function ensureReanimatedInstalled(): void {\n if (!__DEV__ || alreadyChecked) return\n // The standard `react-native-reanimated/mock` doesn't run the worklets\n // babel plugin, so the marker probe would false-positive every test run.\n if (typeof process !== 'undefined' && process.env?.NODE_ENV === 'test') {\n return\n }\n alreadyChecked = true\n\n let version: string | undefined\n try {\n const pkg = require('react-native-reanimated/package.json') as {\n version?: string\n }\n version = pkg.version\n } catch {\n // package.json subpath blocked by `exports` field — skip the version\n // probe rather than emit a misleading error.\n }\n\n if (version) {\n const major = parseInt(version.split('.')[0] ?? '0', 10)\n if (major < 4) {\n console.error(\n `[inertia] react-native-reanimated v${version} is installed, but @onlynative/inertia requires v4.0.0 or later. ` +\n `Upgrade with \\`pnpm add react-native-reanimated@^4\\` (or your package manager's equivalent).`,\n )\n return\n }\n }\n\n // The worklets plugin rewrites any function carrying a top-of-body\n // `'worklet'` directive to expose a `__workletHash` property at runtime.\n // Its absence means the plugin didn't run.\n const probe = function probe() {\n 'worklet'\n return 0\n } as { __workletHash?: number }\n if (typeof probe.__workletHash !== 'number') {\n console.error(\n `[inertia] The Reanimated worklets babel plugin is not configured. ` +\n `Add \\`'react-native-worklets/plugin'\\` as the LAST entry in the \\`plugins\\` array of your \\`babel.config.js\\`, ` +\n `then restart Metro with a fresh cache: \\`npx expo start -c\\` or \\`npx react-native start --reset-cache\\`.`,\n )\n }\n}\n","import {\n type ComponentType,\n forwardRef,\n useEffect,\n useMemo,\n useRef,\n useState,\n} from 'react'\nimport Animated, {\n interpolateColor,\n runOnJS,\n useAnimatedStyle,\n useSharedValue,\n type SharedValue,\n} from 'react-native-reanimated'\nimport { useShouldReduceMotion } from '../config'\nimport { isFocusVisible } from '../gestures'\nimport { resolveLayoutTransition, type LayoutProp } from '../layout'\nimport { usePresence } from '../presence'\nimport {\n isTopLevelTransition,\n resolveAnimatableValue,\n resolveTransition,\n stableSig,\n} from '../transitions'\nimport { ensureReanimatedInstalled } from './installCheck'\nimport {\n type AnimatableValue,\n type AnimateStyle,\n type AnimationCallbackInfo,\n type GestureLayerTransitions,\n type GestureSubStates,\n type MotionComponent,\n type MotionProps,\n type PerPropertyTransition,\n type Transition,\n type TransitionConfig,\n type VariantController,\n type VariantsMap,\n} from '../types'\n\n/**\n * Animatable properties supported in the alpha. Expanding this set is a\n * mechanical change — add the key here, decide whether it lives inside\n * `transform`, and wire it through `buildAnimatedStyle` below.\n */\nconst TRANSFORM_KEYS = [\n 'translateX',\n 'translateY',\n 'scale',\n 'scaleX',\n 'scaleY',\n 'rotate',\n 'rotateX',\n 'rotateY',\n] as const\n\n// Rotation keys land in the transform array as `{ rotate: '45deg' }` / `{\n// rotateX: '45deg' }` etc. — Reanimated needs the unit-suffixed string form.\n// We hold the underlying shared value as a plain number (degrees) and wrap\n// in the worklet so the resolver pipeline stays uniform with the other\n// numeric transform keys.\nconst ROTATION_KEYS = new Set<string>(['rotate', 'rotateX', 'rotateY'])\n\nconst NUMERIC_TOP_LEVEL_KEYS = [\n 'opacity',\n 'width',\n 'height',\n 'borderRadius',\n 'shadowOpacity',\n 'shadowRadius',\n 'elevation',\n] as const\n\n// Color-valued keys. Reanimated's value setter detects color strings and\n// interpolates between their packed RGBA representations natively in\n// `withSpring` / `withTiming` — so the resolver path is identical to numeric\n// keys; only the shared-value seed and the resting default differ.\n//\n// `tintColor` is Image-only, but allocated unconditionally here: the\n// per-primitive type system (`AnimateStyle<C>`) is what gates which keys\n// `animate` accepts at compile time. An unused shared value is a single ref;\n// allocating it everywhere keeps hook order stable and the factory generic.\nconst COLOR_KEYS = [\n 'backgroundColor',\n 'borderColor',\n 'color',\n 'tintColor',\n 'shadowColor',\n] as const\n\n// Synthetic axes for the `shadowOffset: { width, height }` nested-object style\n// prop. RN doesn't surface these as top-level keys; the worklet recomposes\n// `shadowOffset` from the two synthetic SVs before emitting the style. The\n// consumer's animate value (`shadowOffset: { width, height }`) decomposes into\n// these at the activation / value-driving boundary; consumers don't write\n// these keys directly.\nconst SHADOW_OFFSET_KEYS = ['shadowOffsetWidth', 'shadowOffsetHeight'] as const\n\n/**\n * Per-effect transform-group coordinator. Counts how many transform-axis\n * terminal callbacks are still pending; when the last one fires, the\n * factory emits a single coalesced `onAnimationEnd({ key: 'transform' })`\n * instead of N per-axis callbacks. Mutated by the dispatch closure.\n */\ntype TransformGroup = { remaining: number }\n\nconst ALL_KEYS = [\n ...TRANSFORM_KEYS,\n ...NUMERIC_TOP_LEVEL_KEYS,\n ...COLOR_KEYS,\n ...SHADOW_OFFSET_KEYS,\n] as const\ntype AnimatableKey = (typeof ALL_KEYS)[number]\ntype TransformKey = (typeof TRANSFORM_KEYS)[number]\ntype ShadowOffsetKey = (typeof SHADOW_OFFSET_KEYS)[number]\n\nconst TRANSFORM_KEY_SET = new Set<AnimatableKey>(TRANSFORM_KEYS)\nconst COLOR_KEY_SET = new Set<AnimatableKey>(COLOR_KEYS)\nconst SHADOW_OFFSET_KEY_SET = new Set<AnimatableKey>(SHADOW_OFFSET_KEYS)\n\nconst GESTURE_LAYER_NAMES = [\n 'hovered',\n 'focused',\n 'focusVisible',\n 'pressed',\n] as const\ntype GestureLayerName = (typeof GESTURE_LAYER_NAMES)[number]\nconst GESTURE_LAYER_NAME_SET = new Set<string>(GESTURE_LAYER_NAMES)\n\n// Stable style object applied while a Motion primitive is mid-exit so taps\n// fall through. Hoisted so every render shares the same reference and\n// Reanimated's style merging treats it as a no-op when present.\nconst EXITING_POINTER_EVENTS_STYLE = { pointerEvents: 'none' } as const\n\nconst DEFAULT_RESTING: Record<AnimatableKey, number | string> = {\n translateX: 0,\n translateY: 0,\n scale: 1,\n scaleX: 1,\n scaleY: 1,\n rotate: 0,\n rotateX: 0,\n rotateY: 0,\n opacity: 1,\n width: 0,\n height: 0,\n borderRadius: 0,\n shadowOpacity: 0,\n shadowRadius: 0,\n elevation: 0,\n // 'transparent' is the only safe universal default for colors: it works as\n // an initial seed for any color animation (no jarring opaque flash on mount\n // when `initial` is omitted) and rgba(0,0,0,0) interpolates cleanly into\n // any opaque target via Reanimated's color util.\n backgroundColor: 'transparent',\n borderColor: 'transparent',\n color: 'transparent',\n tintColor: 'transparent',\n shadowColor: 'transparent',\n shadowOffsetWidth: 0,\n shadowOffsetHeight: 0,\n}\n\nfunction transitionFor<S>(\n prop: keyof S,\n transition: Transition<S> | undefined,\n): TransitionConfig | undefined {\n if (!transition) return undefined\n if (isTopLevelTransition(transition)) return transition\n // Gesture-layer keys (`pressed`, `hovered`, …) live on the same map as\n // per-property keys; skip them when looking up a property transition so a\n // user who wires `transition.pressed` doesn't accidentally apply that to a\n // style key named `pressed` (none currently exist, but keep the lookup\n // honest).\n if (GESTURE_LAYER_NAME_SET.has(prop as string)) return undefined\n return (transition as PerPropertyTransition<S>)[prop]\n}\n\nfunction gestureLayerTransitionFor<S>(\n layer: GestureLayerName,\n transition: Transition<S> | undefined,\n): TransitionConfig | undefined {\n if (!transition) return undefined\n if (isTopLevelTransition(transition)) return transition\n return (transition as GestureLayerTransitions)[layer]\n}\n\n/**\n * Factory that wraps a React Native primitive as a `Motion.*` component.\n *\n * The generic `C` flows through `MotionProps`, so `animate` / `initial` /\n * `exit` / `transition` all infer from `C`'s `style` prop. There is no\n * shared `ViewStyle & TextStyle & ImageStyle` fallback.\n *\n * Alpha scope: numeric properties (transforms, opacity, width, height,\n * borderRadius) and color properties (backgroundColor, borderColor, color,\n * tintColor) applied via Reanimated shared values + `useAnimatedStyle`.\n */\n// `ComponentType<any>` is React's canonical \"accept any component\" idiom.\n// `unknown` doesn't work — props need to widen to whatever `C` actually accepts\n// at the call site. The two `any` uses below are deliberate.\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nexport function createMotionComponent<C extends ComponentType<any>>(\n Component: C,\n): MotionComponent<C> {\n ensureReanimatedInstalled()\n\n const AnimatedComponent = Animated.createAnimatedComponent(\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n Component as ComponentType<any>,\n )\n\n type Props = React.ComponentProps<C> & MotionProps<React.ComponentProps<C>>\n\n const Motion = forwardRef<unknown, Props>(function Motion(props, ref) {\n const {\n initial,\n animate,\n exit,\n transition,\n variants,\n controller,\n gesture,\n layout,\n onAnimationEnd,\n style,\n ...rest\n } = props as Props & { style?: unknown; layout?: LayoutProp }\n\n // <Presence> contract: when an ancestor flips `isPresent` to false the\n // child stays rendered until `safeToRemove` is called, giving the exit\n // animation time to play. `null` when there is no <Presence> ancestor.\n const presence = usePresence()\n const isExiting = presence !== null && presence.isPresent === false\n\n // Resolved reduced-motion preference for this subtree. When true, every\n // per-key transition is replaced with `no-animation` below, so values\n // snap to target without interpolation. The hook also subscribes to OS\n // changes (via Reanimated's `useReducedMotion`), so toggling the\n // accessibility setting at runtime re-renders this component.\n const shouldReduceMotion = useShouldReduceMotion()\n\n // Pin the latest `onAnimationEnd` in a ref so the worklet callback always\n // dispatches against the current closure without re-resolving the\n // animation graph. Worklets can read refs via `runOnJS`.\n const onAnimationEndRef = useRef(onAnimationEnd)\n onAnimationEndRef.current = onAnimationEnd\n\n // Resolve `animate` against `variants` / `controller`. The controller's\n // `current` wins when both are set (typed contract: don't mix\n // `controller` and `animate` — controller drives the animation in that\n // mode). When `animate` is a string and `variants` exist, look it up.\n const variantKey = useControllerKey(controller)\n const resolvedAnimate = resolveAnimateInput(\n animate as AnimateStyle<unknown> | string | undefined,\n variants as VariantsMap<unknown> | undefined,\n variantKey,\n )\n\n const animateRecord = (resolvedAnimate ?? {}) as InternalAnimateRecord\n const initialRecord =\n initial && initial !== false\n ? (initial as InternalInitialRecord)\n : undefined\n const exitRecord = exit ? (exit as InternalAnimateRecord) : undefined\n\n // Gesture sub-state activation tracked as JS state. Activation flips drive\n // the per-layer progress shared values (0↔1); they intentionally do NOT\n // re-run the value-driving effect — gesture sub-state targets live on the\n // worklet's composition chain, not on the base `animate` SV.\n const [pressed, setPressed] = useState(false)\n const [focused, setFocused] = useState(false)\n const [focusVisible, setFocusVisible] = useState(false)\n const [hovered, setHovered] = useState(false)\n\n // The set of keys this instance animates is locked at first render. With\n // variants in play the union across all variants is what matters — a key\n // touched by any variant must be active so the worklet picks it up when\n // the controller transitions. Gesture sub-states join the same union so\n // pressed/focused/focusVisible/hovered targets can drive any key they\n // declare even when the base `animate` doesn't touch it.\n const activeKeysRef = useRef<readonly AnimatableKey[] | null>(null)\n if (activeKeysRef.current === null) {\n const touched = new Set<AnimatableKey>()\n collectTouchedKeys(touched, animateRecord)\n if (initialRecord) collectTouchedKeys(touched, initialRecord)\n if (variants) {\n for (const variant of Object.values(variants) as object[]) {\n if (!variant) continue\n collectTouchedKeys(touched, variant as Record<string, unknown>)\n }\n }\n if (gesture) {\n for (const subState of [\n gesture.pressed,\n gesture.focused,\n gesture.focusVisible,\n gesture.hovered,\n ] as Array<object | undefined>) {\n if (!subState) continue\n collectTouchedKeys(touched, subState as Record<string, unknown>)\n }\n }\n if (exitRecord) collectTouchedKeys(touched, exitRecord)\n activeKeysRef.current = ALL_KEYS.filter((k) => touched.has(k))\n }\n const hasTransformRef = useRef<boolean>(\n activeKeysRef.current.some((k) => TRANSFORM_KEY_SET.has(k)),\n )\n const hasShadowOffsetRef = useRef<boolean>(\n activeKeysRef.current.some((k) => SHADOW_OFFSET_KEY_SET.has(k)),\n )\n\n const sharedValues = useAnimatableSharedValues((key) => {\n // Shadow offset synthetics seed from the corresponding axis on the\n // `shadowOffset: { width, height }` source — the consumer doesn't write\n // `shadowOffsetWidth` / `shadowOffsetHeight` directly. Fall back to the\n // generic resting default when neither initial nor animate touched it.\n if (SHADOW_OFFSET_KEY_SET.has(key)) {\n const axis = shadowOffsetAxisFor(key as ShadowOffsetKey)\n if (initial === false) {\n return (\n shadowOffsetAxisValue(animateRecord.shadowOffset, axis) ??\n DEFAULT_RESTING[key]\n )\n }\n return (\n shadowOffsetAxisValue(\n initialRecord?.shadowOffset as\n | { width?: number; height?: number }\n | undefined,\n axis,\n ) ??\n shadowOffsetAxisValue(animateRecord.shadowOffset, axis) ??\n DEFAULT_RESTING[key]\n )\n }\n if (initial === false) {\n const a = animateRecord[key]\n return restValue(a) ?? DEFAULT_RESTING[key]\n }\n return (\n initialRecord?.[key] ??\n restValue(animateRecord[key]) ??\n DEFAULT_RESTING[key]\n )\n })\n\n // One progress SV per gesture layer, allocated unconditionally for hook\n // stability. Each layer's progress animates 0↔1 with its own transition\n // when its activation flips; the worklet reads them when compositing.\n // Initial value is 0 — even if a sub-state is somehow active on mount,\n // the activation effect below will animate it to 1 on the next tick.\n const pressedProgress = useSharedValue(0)\n const focusedProgress = useSharedValue(0)\n const focusVisibleProgress = useSharedValue(0)\n const hoveredProgress = useSharedValue(0)\n\n // Mirror gesture targets into a UI-runtime-resident shared value so the\n // animated-style worklet can read the latest layer values without having\n // to capture `gesture` directly (which would re-register the worklet on\n // every render where the consumer passes a fresh literal). The signature\n // dependency means we only push to the SV when targets actually change —\n // the SV ref itself is stable across renders.\n //\n // The resolved value is a layer-keyed map of primitive endpoints (numbers\n // or color strings); sequence/`{ to }` step shapes on a sub-state collapse\n // to their final endpoint via `targetEndValue` because a gesture layer\n // describes a steady target, not a keyframe sequence.\n const gestureSV = useSharedValue<ResolvedGestureLayers | null>(\n resolveGestureLayers(gesture),\n )\n const gestureTargetsSig = stableSig(gesture)\n useEffect(() => {\n gestureSV.value = resolveGestureLayers(gesture)\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [gestureTargetsSig])\n\n // The base record drives the per-key shared values. Gesture sub-state\n // targets are intentionally NOT merged here — they layer on top in the\n // worklet. Exit values still take precedence over `animate` while exiting\n // because the base SV is what <Presence> waits on to settle.\n const baseRecord =\n isExiting && exitRecord\n ? { ...animateRecord, ...exitRecord }\n : animateRecord\n const baseSig =\n stableSig(baseRecord) +\n (isExiting ? '|exit' : '') +\n (shouldReduceMotion ? '|rm' : '')\n const transitionSig = stableSig(transition)\n\n // Stable ref to the live `safeToRemove` so the effect's settle-counter\n // closure can reach the latest <Presence> binding without retriggering.\n const safeToRemoveRef = useRef<(() => void) | undefined>(undefined)\n safeToRemoveRef.current = presence?.safeToRemove\n\n useEffect(() => {\n // Exit fast-path: nothing to animate (or no exit prop), tell <Presence>\n // immediately so the unmount isn't gated on a phantom animation.\n if (isExiting && (!exitRecord || Object.keys(exitRecord).length === 0)) {\n safeToRemoveRef.current?.()\n return\n }\n\n let pending = 0\n let done = false\n const onSettle = () => {\n if (done) return\n pending--\n if (pending <= 0) {\n done = true\n if (isExiting) safeToRemoveRef.current?.()\n }\n }\n\n // Count transform axes participating in this effect run so the factory\n // can coalesce their terminal callbacks into a single transform-group\n // event. `undefined` when no transform axis is animating, which lets\n // the factory skip the coalescing branch entirely.\n let transformPending = 0\n for (const k of ALL_KEYS) {\n if (TRANSFORM_KEY_SET.has(k) && baseRecord[k] !== undefined) {\n transformPending++\n }\n }\n const transformGroup: TransformGroup | undefined =\n transformPending > 0 ? { remaining: transformPending } : undefined\n\n for (const key of ALL_KEYS) {\n // Shadow offset synthetics read their target from the nested\n // `shadowOffset: { width, height }` source on `baseRecord` — the\n // animate / exit record never has `shadowOffsetWidth` etc. on it\n // directly. The synthetic transition follows the same `shadowOffset`\n // top-level transition entry (no per-axis split).\n const target: AnimatableValue<number | string> | undefined =\n SHADOW_OFFSET_KEY_SET.has(key)\n ? shadowOffsetAxisValue(\n baseRecord.shadowOffset,\n shadowOffsetAxisFor(key as ShadowOffsetKey),\n )\n : baseRecord[key]\n if (target === undefined) continue\n // Reduced-motion overrides every per-key transition (and any nested\n // sequence-step transition) with `no-animation`, which the resolver\n // turns into a direct value assignment. Sequences still iterate but\n // each step settles instantly, which matches the \"snap to final\n // state\" expectation.\n const cfg = shouldReduceMotion\n ? ({ type: 'no-animation' } as const)\n : transitionFor(\n SHADOW_OFFSET_KEY_SET.has(key)\n ? ('shadowOffset' as keyof typeof baseRecord)\n : key,\n transition,\n )\n if (isExiting) pending++\n const factory = makeKeyCallbackFactory(\n key,\n sharedValues[key],\n targetEndValue(target),\n onAnimationEndRef,\n {\n stepCount: stepCountOf(target),\n totalIterations: totalIterationsOf(cfg),\n },\n isExiting ? onSettle : undefined,\n TRANSFORM_KEY_SET.has(key) ? transformGroup : undefined,\n )\n sharedValues[key].value = resolveAnimatableValue(\n target,\n cfg,\n factory,\n ) as never\n }\n\n // No exit-targeted keys (only `animate` keys present, no `exit`)\n // → release immediately rather than wait for animations that aren't\n // headed toward an exit value.\n if (isExiting && pending === 0) {\n safeToRemoveRef.current?.()\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [baseSig, transitionSig])\n\n // Per-layer progress: when a sub-state activation flips, animate its\n // progress SV 0↔1 with the layer's own transition (or the parent\n // transition / library default, in priority order). On exit we snap every\n // layer to 0 instantly so the unmount-bound base SV isn't fighting a\n // stale layer contribution mid-fade.\n //\n // The `declared` flag short-circuits the effect when the consumer hasn't\n // wired the corresponding sub-state — so a Motion primitive without a\n // `gesture` prop (or with only some sub-states declared) makes zero extra\n // `withSpring` / `withTiming` calls on mount.\n useGestureLayerProgress(\n pressedProgress,\n pressed,\n gesture?.pressed != null,\n 'pressed',\n transition,\n isExiting,\n shouldReduceMotion,\n )\n useGestureLayerProgress(\n focusedProgress,\n focused,\n gesture?.focused != null,\n 'focused',\n transition,\n isExiting,\n shouldReduceMotion,\n )\n useGestureLayerProgress(\n focusVisibleProgress,\n focusVisible,\n gesture?.focusVisible != null,\n 'focusVisible',\n transition,\n isExiting,\n shouldReduceMotion,\n )\n useGestureLayerProgress(\n hoveredProgress,\n hovered,\n gesture?.hovered != null,\n 'hovered',\n transition,\n isExiting,\n shouldReduceMotion,\n )\n\n const animatedStyle = useAnimatedStyle(() => {\n const activeKeys = activeKeysRef.current!\n const hasTransform = hasTransformRef.current\n const hasShadowOffset = hasShadowOffsetRef.current\n const out: Record<string, unknown> = {}\n const transform: Array<Record<string, unknown>> = []\n // shadow-offset reassembly buffers. The two synthetic axis SVs feed in\n // here and the recomposed `{ width, height }` object lands on `out`\n // after the loop so RN gets a single `shadowOffset` style prop.\n let shadowOffsetW = 0\n let shadowOffsetH = 0\n\n // Read each progress SV exactly once so the chain below sees a coherent\n // snapshot for this frame. Reading them on the UI thread is cheap.\n const ph = hoveredProgress.value\n const pf = focusedProgress.value\n const pfv = focusVisibleProgress.value\n const pp = pressedProgress.value\n\n const layers = gestureSV.value\n // Locals are suffixed `Layer` so they don't shadow the outer `pressed` /\n // `focused` / `focusVisible` / `hovered` JS-state booleans — Reanimated's\n // worklet closure tracker would otherwise pick those up as captured\n // dependencies and re-register the worklet on every activation flip.\n const hoveredLayer = layers ? layers.hovered : null\n const focusedLayer = layers ? layers.focused : null\n const focusVisibleLayer = layers ? layers.focusVisible : null\n const pressedLayer = layers ? layers.pressed : null\n\n for (const key of activeKeys) {\n let v = sharedValues[key].value\n const isColor = COLOR_KEY_SET.has(key)\n\n // Composite gesture layers in priority order (lowest first). Each\n // active layer pulls the value toward its pre-resolved primitive\n // endpoint by `progress`; numeric keys lerp, color keys go through\n // Reanimated's RGBA `interpolateColor`. We skip layers with progress\n // 0 to avoid an `interpolateColor(0, ...)` call that would parse the\n // target color string for no visible effect.\n if (hoveredLayer && ph > 0 && hoveredLayer[key] !== undefined) {\n const t = hoveredLayer[key]\n v = isColor\n ? interpolateColor(ph, [0, 1], [v as string, t as string])\n : (v as number) + ((t as number) - (v as number)) * ph\n }\n if (focusedLayer && pf > 0 && focusedLayer[key] !== undefined) {\n const t = focusedLayer[key]\n v = isColor\n ? interpolateColor(pf, [0, 1], [v as string, t as string])\n : (v as number) + ((t as number) - (v as number)) * pf\n }\n if (\n focusVisibleLayer &&\n pfv > 0 &&\n focusVisibleLayer[key] !== undefined\n ) {\n const t = focusVisibleLayer[key]\n v = isColor\n ? interpolateColor(pfv, [0, 1], [v as string, t as string])\n : (v as number) + ((t as number) - (v as number)) * pfv\n }\n if (pressedLayer && pp > 0 && pressedLayer[key] !== undefined) {\n const t = pressedLayer[key]\n v = isColor\n ? interpolateColor(pp, [0, 1], [v as string, t as string])\n : (v as number) + ((t as number) - (v as number)) * pp\n }\n\n if (TRANSFORM_KEY_SET.has(key)) {\n transform.push(\n ROTATION_KEYS.has(key) ? { [key]: `${v}deg` } : { [key]: v },\n )\n } else if (key === 'shadowOffsetWidth') {\n shadowOffsetW = v as number\n } else if (key === 'shadowOffsetHeight') {\n shadowOffsetH = v as number\n } else {\n out[key] = v\n }\n }\n if (hasTransform) out.transform = transform\n if (hasShadowOffset) {\n out.shadowOffset = { width: shadowOffsetW, height: shadowOffsetH }\n }\n return out\n })\n\n // Exiting children are tap-deaf: the next press should fall through to\n // whatever is underneath, not re-trigger a soon-to-unmount node. This is\n // the moti #297 fix and a v0.1 acceptance criterion. RN 0.71+ deprecates\n // `pointerEvents` as a prop in favor of the style key, so we merge it\n // alongside the animated style instead of spreading as a prop.\n const mergedStyle = useMemo(\n () =>\n (isExiting\n ? [style, animatedStyle, EXITING_POINTER_EVENTS_STYLE]\n : [style, animatedStyle]) as unknown,\n [style, animatedStyle, isExiting],\n )\n\n const gestureHandlers = useGestureHandlers(\n gesture,\n rest as Record<string, unknown>,\n setPressed,\n setFocused,\n setFocusVisible,\n setHovered,\n )\n\n // Resolve the `layout` prop into a Reanimated `LinearTransition` builder.\n // Memoized on the value's stable signature so a fresh `layout={true}` or\n // `layout={{ ... }}` literal each render doesn't rebuild the builder. When\n // reduced motion is active we pass `undefined` — see `resolveLayout` for\n // why we don't pass a duration-0 builder instead.\n const layoutSig = stableSig(layout)\n const layoutTransition = useMemo(\n () => (shouldReduceMotion ? undefined : resolveLayoutTransition(layout)),\n // eslint-disable-next-line react-hooks/exhaustive-deps\n [layoutSig, shouldReduceMotion],\n )\n\n return (\n <AnimatedComponent\n ref={ref as never}\n {...(rest as object)}\n {...gestureHandlers}\n layout={layoutTransition}\n style={mergedStyle}\n />\n )\n })\n\n Motion.displayName = `Motion(${Component.displayName ?? Component.name ?? 'Component'})`\n\n return Motion as unknown as MotionComponent<C>\n}\n\ntype SharedValueMap = Record<AnimatableKey, SharedValue<number | string>>\n\n/**\n * Allocate one shared value per animatable key in `ALL_KEYS` and return a\n * **stable** map — same object reference across every render.\n *\n * Stability matters: `useAnimatedStyle` derives its dep array from\n * `Object.values(updater.__closure)`. Our worklet captures `sharedValues`,\n * so a fresh object literal each render would change that dep, fire\n * Reanimated's effect, and re-bind the worklet on the UI thread on every\n * render — the exact cost design principle 8 calls out. The shared values themselves\n * are stable across renders (Reanimated's `useSharedValue` is a `useRef`\n * under the hood), so snapshotting the wrapping object once is safe.\n *\n * Hooks are called in a stable, lexical order — fine for rules-of-hooks.\n * Unused shared values are cheap; the worklet skips them via\n * `activeKeysRef`. Color keys are seeded with the initial color string so\n * Reanimated's value setter recognizes the slot as a color from the first\n * `withSpring` / `withTiming` call.\n */\nfunction useAnimatableSharedValues(\n init: (key: AnimatableKey) => number | string,\n): SharedValueMap {\n const translateX = useSharedValue<number | string>(init('translateX'))\n const translateY = useSharedValue<number | string>(init('translateY'))\n const scale = useSharedValue<number | string>(init('scale'))\n const scaleX = useSharedValue<number | string>(init('scaleX'))\n const scaleY = useSharedValue<number | string>(init('scaleY'))\n const rotate = useSharedValue<number | string>(init('rotate'))\n const rotateX = useSharedValue<number | string>(init('rotateX'))\n const rotateY = useSharedValue<number | string>(init('rotateY'))\n const opacity = useSharedValue<number | string>(init('opacity'))\n const width = useSharedValue<number | string>(init('width'))\n const height = useSharedValue<number | string>(init('height'))\n const borderRadius = useSharedValue<number | string>(init('borderRadius'))\n const shadowOpacity = useSharedValue<number | string>(init('shadowOpacity'))\n const shadowRadius = useSharedValue<number | string>(init('shadowRadius'))\n const elevation = useSharedValue<number | string>(init('elevation'))\n const backgroundColor = useSharedValue<number | string>(\n init('backgroundColor'),\n )\n const borderColor = useSharedValue<number | string>(init('borderColor'))\n const color = useSharedValue<number | string>(init('color'))\n const tintColor = useSharedValue<number | string>(init('tintColor'))\n const shadowColor = useSharedValue<number | string>(init('shadowColor'))\n const shadowOffsetWidth = useSharedValue<number | string>(\n init('shadowOffsetWidth'),\n )\n const shadowOffsetHeight = useSharedValue<number | string>(\n init('shadowOffsetHeight'),\n )\n\n const ref = useRef<SharedValueMap | null>(null)\n if (ref.current === null) {\n ref.current = {\n translateX,\n translateY,\n scale,\n scaleX,\n scaleY,\n rotate,\n rotateX,\n rotateY,\n opacity,\n width,\n height,\n borderRadius,\n shadowOpacity,\n shadowRadius,\n elevation,\n backgroundColor,\n borderColor,\n color,\n tintColor,\n shadowColor,\n shadowOffsetWidth,\n shadowOffsetHeight,\n }\n }\n return ref.current\n}\n\n/**\n * Build a per-key `CallbackFactory` for the resolver. Each step in a sequence\n * (or the single animation, when `value` isn't an array) gets its own\n * Reanimated callback; when it settles on the UI thread, the callback bridges\n * to JS via `runOnJS` and invokes the user's `onAnimationEnd` with a fully\n * populated `AnimationCallbackInfo`.\n *\n * Phase resolution lives here, on the JS thread. The resolver hands us a\n * coarse rawPhase (`'step'` for any sequence step, `'animation'` for a\n * single-shot terminal); we map that onto the public phase set\n * (`'step' | 'sequence' | 'repeat' | 'animation'`) using `meta` and the\n * iteration counter. `iteration` resets per effect run because the factory\n * is constructed fresh inside the effect.\n */\nfunction makeKeyCallbackFactory(\n key: string,\n sharedValue: SharedValue<number | string>,\n target: number | string | undefined,\n onAnimationEndRef: {\n current: ((info: AnimationCallbackInfo<unknown>) => void) | undefined\n },\n meta: { stepCount: number; totalIterations: number },\n onSettle?: () => void,\n transformGroup?: TransformGroup,\n) {\n if (!onAnimationEndRef.current && !onSettle) return undefined\n\n // Shared across this animation graph's callbacks (one per sequence step,\n // or one for a single-shot). Mutated when a full pass completes.\n const state = { iteration: 0 }\n\n const isTransformKey = TRANSFORM_KEY_SET.has(key as AnimatableKey)\n\n const dispatch = (\n rawPhase: 'step' | 'animation',\n step: number | undefined,\n finished: boolean,\n value: number | string | undefined,\n ) => {\n const isLastIteration = state.iteration >= meta.totalIterations - 1\n let phase: 'step' | 'sequence' | 'repeat' | 'animation'\n let isTerminal = false\n\n if (rawPhase === 'step') {\n const isLastInPass = step !== undefined && step === meta.stepCount - 1\n if (!isLastInPass) {\n phase = 'step'\n } else if (isLastIteration) {\n phase = 'animation'\n isTerminal = true\n } else {\n phase = 'sequence'\n }\n } else if (isLastIteration) {\n phase = 'animation'\n isTerminal = true\n } else {\n phase = 'repeat'\n }\n\n const reportedIteration = state.iteration\n if (phase === 'sequence' || phase === 'repeat') state.iteration++\n\n const fn = onAnimationEndRef.current\n if (fn) {\n // Transform-group coalescing: a multi-axis translate / scale /\n // rotate animation should fire onAnimationEnd ONCE for the logical\n // transform, not once per axis. We only coalesce the terminal\n // `'animation'` phase — `step`/`sequence`/`repeat` events fire\n // per-axis since each is its own logical event. Released per-axis\n // for a single-axis case too, with `key: 'transform'` for\n // consistency.\n if (isTransformKey && transformGroup && phase === 'animation') {\n transformGroup.remaining--\n if (transformGroup.remaining <= 0) {\n fn({\n key: 'transform' as never,\n finished,\n value,\n target,\n phase,\n step,\n iteration: reportedIteration,\n })\n }\n } else {\n fn({\n key: key as never,\n finished,\n value,\n target,\n phase,\n step,\n iteration: reportedIteration,\n })\n }\n }\n // Settle hooks fire per-axis on the terminal phase — <Presence> waits\n // for *every* exiting property to settle before unmounting, so we\n // intentionally do not coalesce these (the transform-group coalesce\n // is purely a user-callback ergonomic).\n if (onSettle && isTerminal) onSettle()\n }\n\n return (rawPhase: 'step' | 'animation', step: number | undefined) => {\n // Reanimated invokes the callback with only `finished` (see\n // valueSetter.js:24,40,51 in 4.x) — `current` is never passed. Read the\n // shared value inside the worklet; by the time the callback fires the\n // final/clamped value has already been written to it.\n const cb = (finished?: boolean) => {\n 'worklet'\n runOnJS(dispatch)(rawPhase, step, !!finished, sharedValue.value)\n }\n return cb\n }\n}\n\n/**\n * Internal shape of the `animate` / `exit` record after the cast, widened to\n * include the `shadowOffset: { width, height }` nested-object source. The\n * nested object decomposes into the `shadowOffsetWidth` / `shadowOffsetHeight`\n * synthetic axes downstream; consumers don't see the synthetics.\n *\n * v0.1 contract: `shadowOffset` accepts a single `{ width, height }` literal\n * (no sequences, no `{ to }` step objects, no array keyframes). Sequence\n * forms on the nested axes can land in v0.2 if real consumers ask for them.\n */\ntype InternalAnimateRecord = Partial<\n Record<AnimatableKey, AnimatableValue<number | string>>\n> & {\n shadowOffset?: { width?: number; height?: number }\n}\n\ntype InternalInitialRecord = Partial<Record<AnimatableKey, number | string>> & {\n shadowOffset?: { width?: number; height?: number }\n}\n\n/**\n * Resolve a `shadowOffsetWidth` / `shadowOffsetHeight` synthetic key to the\n * axis it represents on the nested-object source.\n */\nfunction shadowOffsetAxisFor(key: ShadowOffsetKey): 'width' | 'height' {\n return key === 'shadowOffsetWidth' ? 'width' : 'height'\n}\n\n/**\n * Read a single axis off a `shadowOffset: { width, height }` source. Returns\n * `undefined` when the source is absent or the axis isn't set, so callers can\n * fall back to the next source in the precedence chain.\n */\nfunction shadowOffsetAxisValue(\n source: { width?: number; height?: number } | undefined,\n axis: 'width' | 'height',\n): number | undefined {\n return source?.[axis]\n}\n\n/**\n * Populate `touched` with the `AnimatableKey`s mentioned in `record`. Direct\n * matches (e.g. `opacity`, `width`) come from the key iteration; the nested\n * `shadowOffset` source decomposes into the two `shadowOffset*` synthetics.\n */\nfunction collectTouchedKeys(\n touched: Set<AnimatableKey>,\n record: Record<string, unknown>,\n): void {\n for (const k of ALL_KEYS) {\n if (k in record) touched.add(k)\n }\n if ('shadowOffset' in record && record.shadowOffset) {\n const so = record.shadowOffset as { width?: unknown; height?: unknown }\n if (so.width !== undefined) touched.add('shadowOffsetWidth')\n if (so.height !== undefined) touched.add('shadowOffsetHeight')\n }\n}\n\n/**\n * Number of sequence steps in an animatable value. `1` for plain values and\n * single-step `{ to }` objects; the array length for keyframe arrays.\n */\nfunction stepCountOf(v: AnimatableValue<number | string> | undefined): number {\n if (Array.isArray(v)) return v.length\n return 1\n}\n\n/**\n * Total number of iterations the animation will run, including the initial\n * pass. `1` when there is no `repeat`; `Number.POSITIVE_INFINITY` for\n * `'infinite'`. Decay and `no-animation` configs cannot repeat — both return\n * `1` so the iteration counter stays at 0.\n */\nfunction totalIterationsOf(cfg: TransitionConfig | undefined): number {\n if (!cfg || cfg.type === 'no-animation' || cfg.type === 'decay') return 1\n const r = cfg.repeat\n if (r === undefined) return 1\n if (r === 'infinite') return Number.POSITIVE_INFINITY\n if (typeof r === 'number') return r\n if (r.count === 'infinite') return Number.POSITIVE_INFINITY\n return r.count\n}\n\n/**\n * Pull a single end-value out of an `AnimatableValue` for the\n * `AnimationCallbackInfo.target` field. Plain numbers/strings come through;\n * the last sequence step's `to`/value is used for arrays; `{ to }` step\n * objects use `to`. Returns `undefined` for unrecognized shapes.\n */\nfunction targetEndValue(\n v: AnimatableValue<number | string> | undefined,\n): number | string | undefined {\n if (v === undefined) return undefined\n if (typeof v === 'number' || typeof v === 'string') return v\n if (Array.isArray(v)) {\n return v.length > 0\n ? targetEndValue(v[v.length - 1] as AnimatableValue<number | string>)\n : undefined\n }\n if (typeof v === 'object' && v !== null && 'to' in v) {\n const to = (v as { to: unknown }).to\n return typeof to === 'number' || typeof to === 'string' ? to : undefined\n }\n return undefined\n}\n\n/**\n * Subscribe to a `VariantController` and return its `current` key. Returns\n * `undefined` when no controller is provided so callers can fall back to a\n * literal `animate` value.\n */\nfunction useControllerKey(\n controller: VariantController | undefined,\n): string | undefined {\n const [, setTick] = useState(0)\n useEffect(() => {\n if (!controller) return\n const unsub = controller.subscribe(() => setTick((n) => n + 1))\n return unsub\n }, [controller])\n return controller?.current\n}\n\n/**\n * Resolve the effective `animate` target from the public-prop tuple.\n *\n * Precedence: `controller.current` (when controller is set) > string-keyed\n * `animate` looked up in `variants` > literal `animate` object > `undefined`.\n */\nfunction resolveAnimateInput(\n animate: AnimateStyle<unknown> | string | undefined,\n variants: VariantsMap<unknown> | undefined,\n controllerKey: string | undefined,\n): AnimateStyle<unknown> | undefined {\n if (controllerKey !== undefined && variants && controllerKey in variants) {\n return variants[controllerKey]\n }\n if (typeof animate === 'string') {\n if (variants && animate in variants) return variants[animate]\n if (__DEV__) {\n console.warn(\n `[inertia] animate=\"${animate}\" but no matching variant. Did you forget to pass \\`variants\\`?`,\n )\n }\n return undefined\n }\n return animate as AnimateStyle<unknown> | undefined\n}\n\ndeclare const __DEV__: boolean\n\n/**\n * Pick the resting/initial-frame value out of an `AnimatableValue`. Plain\n * numbers and color strings come through unchanged; sequence arrays use their\n * first element; `{ to }` step objects use `to`. Unresolvable shapes return\n * `undefined` so the caller can fall back to `DEFAULT_RESTING`.\n */\nfunction restValue(\n v: AnimatableValue<number | string> | undefined,\n): number | string | undefined {\n if (v === undefined) return undefined\n if (typeof v === 'number' || typeof v === 'string') return v\n if (Array.isArray(v)) {\n return v.length > 0\n ? restValue(v[0] as AnimatableValue<number | string>)\n : undefined\n }\n if (typeof v === 'object' && v !== null && 'to' in v) {\n const to = (v as { to: unknown }).to\n return typeof to === 'number' || typeof to === 'string' ? to : undefined\n }\n return undefined\n}\n\n/**\n * Per-layer resolved targets: each declared gesture sub-state collapses to a\n * map of primitive endpoints (numbers or color strings), already passed\n * through `targetEndValue` so the worklet can use them directly without\n * inspecting `AnimatableValue` shapes on the UI thread.\n */\ntype ResolvedGestureLayers = {\n pressed?: Record<string, number | string>\n focused?: Record<string, number | string>\n focusVisible?: Record<string, number | string>\n hovered?: Record<string, number | string>\n}\n\nfunction resolveGestureLayers(\n gesture: GestureSubStates<unknown> | undefined,\n): ResolvedGestureLayers | null {\n if (!gesture) return null\n const out: ResolvedGestureLayers = {}\n for (const layer of GESTURE_LAYER_NAMES) {\n const subState = gesture[layer]\n if (!subState) continue\n const resolved: Record<string, number | string> = {}\n for (const key of ALL_KEYS) {\n // Shadow offset synthetics decompose from the nested `shadowOffset:\n // { width, height }` source on the sub-state, the same as on `animate`.\n if (SHADOW_OFFSET_KEY_SET.has(key)) {\n const axis = shadowOffsetAxisFor(key as ShadowOffsetKey)\n const so = (\n subState as { shadowOffset?: { width?: number; height?: number } }\n ).shadowOffset\n const v = shadowOffsetAxisValue(so, axis)\n if (v !== undefined) resolved[key] = v\n continue\n }\n const raw = (subState as Record<string, unknown>)[key]\n if (raw === undefined) continue\n const t = targetEndValue(raw as AnimatableValue<number | string>)\n if (t !== undefined) resolved[key] = t\n }\n out[layer] = resolved\n }\n return out\n}\n\n/**\n * Drive a single gesture layer's progress shared value 0↔1 with its own\n * transition. Resolution priority for the layer config:\n * `transition.<layerName>` → top-level `transition` → library default spring.\n * On exit, snap to 0 instantly so the unmount-bound base SV finishes its exit\n * animation without a stale layer pulling the value off-target.\n *\n * The hook is invoked unconditionally (one call per layer) so hook order\n * stays stable even when `gesture` adds or removes sub-states across renders.\n */\nfunction useGestureLayerProgress<S>(\n progress: SharedValue<number>,\n active: boolean,\n declared: boolean,\n layer: GestureLayerName,\n transition: Transition<S> | undefined,\n isExiting: boolean,\n shouldReduceMotion: boolean,\n): void {\n const layerCfgSig = stableSig(gestureLayerTransitionFor(layer, transition))\n useEffect(() => {\n if (!declared) return\n if (isExiting) {\n progress.value = 0\n return\n }\n const target = active ? 1 : 0\n const cfg = shouldReduceMotion\n ? ({ type: 'no-animation' } as const)\n : (gestureLayerTransitionFor(layer, transition) ??\n ({ type: 'spring' } as const))\n progress.value = resolveTransition(cfg, target) as never\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [active, declared, isExiting, shouldReduceMotion, layerCfgSig])\n}\n\ntype GestureHandlers = Record<string, (event: unknown) => void>\n\n/**\n * Build the touch / focus / hover handler props for a gesture-enabled Motion\n * primitive. Returns an empty object when `gesture` is undefined so the\n * component renders identically to the gesture-less path (zero overhead).\n *\n * Existing user-supplied handlers on the same events are composed: the user's\n * handler runs first, then the internal state setter. We pull user handlers\n * out of `rest` rather than overwriting them.\n */\nfunction useGestureHandlers(\n gesture: GestureSubStates<unknown> | undefined,\n rest: Record<string, unknown>,\n setPressed: (next: boolean) => void,\n setFocused: (next: boolean) => void,\n setFocusVisible: (next: boolean) => void,\n setHovered: (next: boolean) => void,\n): GestureHandlers {\n // Deps key on declared-ness, not object identity — a fresh `gesture={...}`\n // literal each render must not rebuild handlers if the same sub-states are\n // declared.\n const hasPressed = gesture?.pressed ? 1 : 0\n const hasFocused = gesture?.focused ? 1 : 0\n const hasFocusVisible = gesture?.focusVisible ? 1 : 0\n const hasHovered = gesture?.hovered ? 1 : 0\n return useMemo(() => {\n if (!gesture) return {}\n const handlers: GestureHandlers = {}\n if (gesture.pressed) {\n handlers.onTouchStart = compose(rest.onTouchStart, () => setPressed(true))\n handlers.onTouchEnd = compose(rest.onTouchEnd, () => setPressed(false))\n handlers.onTouchCancel = compose(rest.onTouchCancel, () =>\n setPressed(false),\n )\n // Pressable / TouchableOpacity expose press hooks above the touch layer;\n // forward to those when present so wrapping consumers stay consistent.\n handlers.onPressIn = compose(rest.onPressIn, () => setPressed(true))\n handlers.onPressOut = compose(rest.onPressOut, () => setPressed(false))\n }\n // Mount onFocus/onBlur if either focus sub-state is declared. The two flags\n // are independent: `focused` always tracks focus; `focusVisible` only\n // engages when the most recent input was keyboard (W3C `:focus-visible`\n // semantics). On native the modality is always `'keyboard'`, so the two\n // flags move together.\n if (gesture.focused || gesture.focusVisible) {\n handlers.onFocus = compose(rest.onFocus, () => {\n if (gesture.focused) setFocused(true)\n if (gesture.focusVisible && isFocusVisible()) setFocusVisible(true)\n })\n handlers.onBlur = compose(rest.onBlur, () => {\n if (gesture.focused) setFocused(false)\n if (gesture.focusVisible) setFocusVisible(false)\n })\n }\n if (gesture.hovered) {\n // Web-only events. RN-Web 0.72+ accepts these on View; native ignores\n // them so the cost is zero on iOS / Android.\n handlers.onMouseEnter = compose(rest.onMouseEnter, () => setHovered(true))\n handlers.onMouseLeave = compose(rest.onMouseLeave, () =>\n setHovered(false),\n )\n }\n return handlers\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [\n hasPressed,\n hasFocused,\n hasFocusVisible,\n hasHovered,\n rest.onTouchStart,\n rest.onTouchEnd,\n rest.onTouchCancel,\n rest.onPressIn,\n rest.onPressOut,\n rest.onFocus,\n rest.onBlur,\n rest.onMouseEnter,\n rest.onMouseLeave,\n ])\n}\n\nfunction compose(\n user: unknown,\n ours: (event: unknown) => void,\n): (event: unknown) => void {\n if (typeof user !== 'function') return ours\n return (event: unknown) => {\n ;(user as (event: unknown) => void)(event)\n ours(event)\n }\n}\n\n// Suppress the implicit any-return of the rotate ternary's union shape.\n// `TransformKey` is exported only to keep the type readable in d.ts.\nexport type { TransformKey }\n","import { View } from 'react-native'\nimport { createMotionComponent } from './createMotionComponent'\n\n/**\n * Animatable `View`. Inherits `View`'s prop surface, with `animate` /\n * `initial` / `exit` / `transition` typed against `ViewStyle`.\n */\nexport const MotionView = createMotionComponent(View)\n"]}
1
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{ createContext, useContext } from 'react'\nimport { useReducedMotion } from 'react-native-reanimated'\n\n/**\n * How descendant Motion primitives should treat reduced-motion preferences.\n *\n * - `'user'` (default): defer to the OS accessibility setting via\n * Reanimated's `useReducedMotion()`. This is the only value that respects\n * user choice and is the right default for app-level wrappers.\n * - `'never'`: animate regardless of OS setting. Use sparingly — e.g. for\n * onboarding transitions you've decided are essential.\n * - `'always'`: never animate, regardless of OS setting. Useful for tests\n * and snapshots.\n */\nexport type ReducedMotion = 'user' | 'never' | 'always'\n\nexport interface MotionConfigValue {\n reducedMotion: ReducedMotion\n}\n\n/**\n * Default config used when a Motion primitive is rendered without a\n * `<MotionConfig>` ancestor. `'user'` means respect the OS setting.\n */\nexport const DEFAULT_MOTION_CONFIG: MotionConfigValue = {\n reducedMotion: 'user',\n}\n\nexport const MotionConfigContext = createContext<MotionConfigValue>(\n DEFAULT_MOTION_CONFIG,\n)\n\n/**\n * Read the active `<MotionConfig>` from a descendant. Returns the default\n * (`'user'`) when no provider is present.\n */\nexport function useMotionConfig(): MotionConfigValue {\n return useContext(MotionConfigContext)\n}\n\n/**\n * Resolve the active reduced-motion mode to a boolean. `'user'` consults\n * Reanimated's OS-backed hook; `'always'` / `'never'` shortcut. Motion\n * primitives call this to decide whether to swap transitions for\n * `no-animation`.\n */\nexport function useShouldReduceMotion(): boolean {\n const { reducedMotion } = useMotionConfig()\n const osReduced = useReducedMotion()\n if (reducedMotion === 'never') return false\n if (reducedMotion === 'always') return true\n return osReduced\n}\n","import { Platform } from 'react-native'\n\n/**\n * Input-modality tracker for the `focusVisible` gesture sub-state.\n *\n * Implements the W3C `:focus-visible` heuristic: a focus event counts as\n * \"visible\" only when the most recent user input was keyboard-driven. Mouse,\n * pointer, and touch events flip the modality to `'pointer'`; keyboard events\n * flip it back to `'keyboard'`.\n *\n * On native platforms there is no pointer-vs-keyboard distinction — focus\n * arrives via D-pad, screen reader, or hardware keyboard, all of which are\n * keyboard-equivalent — so `isFocusVisible()` is unconditionally `true`.\n *\n * The web listeners attach lazily on first call (capture phase, so they run\n * before the focus event reaches the focused element) and stay installed for\n * the lifetime of the document. They are passive and idle-cheap; the cost is\n * one boolean read per `onFocus` dispatch.\n */\n\ntype InputModality = 'keyboard' | 'pointer'\n\n// Default to `'keyboard'` so a programmatic / autofocus that happens before\n// any user input still draws a focus ring — matches the W3C polyfill default.\nlet modality: InputModality = 'keyboard'\nlet installed = false\n\nfunction setKeyboard() {\n modality = 'keyboard'\n}\n\nfunction setPointer() {\n modality = 'pointer'\n}\n\nfunction ensureInstalled(): void {\n if (installed) return\n if (Platform.OS !== 'web') return\n if (typeof document === 'undefined') return\n document.addEventListener('keydown', setKeyboard, true)\n document.addEventListener('mousedown', setPointer, true)\n document.addEventListener('pointerdown', setPointer, true)\n document.addEventListener('touchstart', setPointer, true)\n installed = true\n}\n\n/**\n * `true` if the next `onFocus` should be treated as \"focus-visible\" (keyboard\n * focus). On native, always `true`. On web, reflects the most recent user\n * input modality.\n */\nexport function isFocusVisible(): boolean {\n if (Platform.OS !== 'web') return true\n ensureInstalled()\n return modality === 'keyboard'\n}\n\n/** @internal — test-only hook to reset module state between cases. */\nexport function __resetFocusVisibilityForTests(next: InputModality): void {\n modality = next\n}\n","// `isWorkletFunction` lives in `react-native-worklets` (the Reanimated 4 peer\n// dep); Reanimated's own re-export is deprecated.\nimport { isWorkletFunction } from 'react-native-worklets'\nimport { type EasingInput } from '../types'\n\n/**\n * Reanimated 3.9+ validates that easing functions used in nested-transition\n * contexts (variants, sequences, per-property maps) are worklets, and crashes\n * with `[Reanimated] The easing function is not a worklet` otherwise. The\n * library accepts plain functions on the public surface; this helper wraps\n * them so consumers don't have to think about the worklet boundary.\n *\n * If the input is already a worklet (has been processed by the worklets babel\n * plugin), it's returned as-is. Otherwise it's wrapped in a function whose\n * body declares the `'worklet'` directive — when our source is processed by\n * the consumer's worklets babel plugin (the default Expo/RN setup), the\n * wrapper becomes a real worklet that captures the user fn via closure.\n *\n * Reanimated 4 changed `Easing.bezier(...)` to return an\n * `EasingFunctionFactory` (`{ factory: () => EasingFunction }`) rather than\n * the function itself. The helper accepts both shapes — `EasingFunction` and\n * `EasingFunctionFactory` — and unwraps the factory automatically so\n * consumers don't have to call `.factory()` manually.\n *\n * The user fn must be pure: no JS-thread captured refs, no shared mutable\n * state, no calls to non-worklet APIs.\n */\nexport function ensureWorkletEasing(\n easing: EasingInput | undefined,\n): ((t: number) => number) | undefined {\n if (!easing) return undefined\n // Reanimated 4 `EasingFunctionFactory` — unwrap via `.factory()` before\n // checking worklet status, so the wrapped fn (not the factory wrapper)\n // ends up in the transition config.\n const fn = isEasingFactory(easing) ? easing.factory() : easing\n if (isWorkletFunction(fn)) return fn\n const wrapped = (t: number) => {\n 'worklet'\n return fn(t)\n }\n return wrapped\n}\n\nfunction isEasingFactory(\n value: EasingInput,\n): value is { factory: () => (t: number) => number } {\n return (\n typeof value === 'object' &&\n value !== null &&\n 'factory' in value &&\n typeof (value as { factory: unknown }).factory === 'function'\n )\n}\n","import { type SpringTransition } from '../types'\n\n/**\n * Default spring physics, expressed in react-spring vocabulary.\n *\n * `tension: 170` / `friction: 26` / `mass: 1` was picked over Reanimated's\n * raw `stiffness: 100` / `damping: 10` default because the raw default\n * overshoots noticeably for the small (~100px) translates that dominate\n * UI work — buttons, sheets, popovers. These numbers settle in ~350ms with\n * a single, almost-imperceptible overshoot, which matches the perceptual\n * target the rest of the library is tuned against.\n */\nexport const DEFAULT_SPRING: Required<\n Pick<SpringTransition, 'tension' | 'friction' | 'mass'>\n> = {\n tension: 170,\n friction: 26,\n mass: 1,\n}\n\n/**\n * Convert public react-spring vocabulary (`tension` / `friction` / `mass`)\n * to Reanimated's raw `stiffness` / `damping` / `mass`. This is the single\n * place the mapping lives; resolvers, value hooks, and any future surface\n * that needs a Reanimated spring config import from here.\n *\n * The mapping is identity (tension ≡ stiffness, friction ≡ damping) — the\n * names differ but the underlying physics constants are the same. We don't\n * surface the raw names publicly because the react-spring vocabulary is\n * what designers and prior-art consumers expect.\n */\nexport function springToReanimated(t: SpringTransition) {\n 'worklet'\n return {\n stiffness: t.tension ?? DEFAULT_SPRING.tension,\n damping: t.friction ?? DEFAULT_SPRING.friction,\n mass: t.mass ?? DEFAULT_SPRING.mass,\n velocity: t.velocity,\n restSpeedThreshold: t.restSpeedThreshold,\n restDisplacementThreshold: t.restDisplacementThreshold,\n }\n}\n","import { LinearTransition } from 'react-native-reanimated'\nimport { ensureWorkletEasing } from '../transitions/easing'\nimport { DEFAULT_SPRING, springToReanimated } from '../transitions/spring'\nimport { type TransitionConfig } from '../types'\n\nexport type LayoutProp = boolean | TransitionConfig | undefined\n\n/**\n * Resolve the public `layout` prop into a Reanimated `LinearTransition` builder.\n *\n * - `undefined` / `false` / `{ type: 'no-animation' }` → `undefined` (no layout\n * animation; layout changes snap).\n * - `true` → default spring with the library's tuned tension / friction / mass.\n * - `{ type: 'spring', ... }` → spring with react-spring vocabulary, bridged\n * into `springify().damping().stiffness().mass()` via `springToReanimated`.\n * - `{ type: 'timing', ... }` → `.duration().easing()`. User easing fns are\n * auto-wrapped as worklets (Reanimated 3.9+ validates this).\n * - `{ type: 'decay', ... }` → silently downgrades to spring; decay doesn't\n * have a clear target for a layout transition.\n *\n * When `reducedMotion` is true the caller should pass `undefined` so the\n * underlying component renders without a layout animation at all. We choose\n * this over `LinearTransition.duration(0)` because Reanimated still runs the\n * commit-tracking machinery in that case; the snap path is genuinely cheaper.\n */\nexport function resolveLayoutTransition(\n layout: LayoutProp,\n): LinearTransition | undefined {\n if (!layout) return undefined\n\n const cfg: TransitionConfig = layout === true ? { type: 'spring' } : layout\n\n if (cfg.type === 'no-animation') return undefined\n\n if (cfg.type === 'timing') {\n let builder = LinearTransition.duration(cfg.duration ?? 300)\n const easing = ensureWorkletEasing(cfg.easing)\n if (easing) builder = builder.easing(easing)\n if (cfg.delay) builder = builder.delay(cfg.delay)\n return builder\n }\n\n const spring = cfg.type === 'decay' ? ({ type: 'spring' } as const) : cfg\n const { stiffness, damping, mass } = springToReanimated({\n ...DEFAULT_SPRING,\n ...spring,\n })\n let builder = LinearTransition.springify()\n .stiffness(stiffness)\n .damping(damping)\n .mass(mass)\n if ('delay' in spring && spring.delay) builder = builder.delay(spring.delay)\n return builder\n}\n","/**\n * Module-level registry of last-known on-screen rects for shared-layout\n * elements, indexed by `layoutId`. Backs `<Motion.* layoutId=\"...\" />` —\n * Reanimated 4 dropped the `sharedTransitionTag` API the previous design\n * relied on, so the cross-screen shared-element transition lives in\n * userland now.\n *\n * Lifecycle, per id:\n * 1. While a Motion primitive with `layoutId={id}` is mounted, every\n * `onLayout` updates the rect via `registerLayout`.\n * 2. When that primitive unmounts, the same rect is left behind under a\n * TTL via `releaseLayout` so a subsequent mount can consume it.\n * 3. The next mount calls `consumeLayout(id)` — if a fresh entry exists\n * it becomes the FLIP source rect; the entry is removed so a third\n * mount with the same id doesn't re-animate from a stale snapshot.\n *\n * Rects are stored in **parent-relative coordinates** (what `onLayout`'s\n * `nativeEvent.layout` reports). This composes for the common case where the\n * source and target share an outer content container — e.g. a typical stack\n * navigator. Nested-parent setups, where the two parents sit at different\n * window offsets, need a window-coordinate path (`measureInWindow`); that is\n * punted to v2 per the roadmap.\n */\n\n/** Parent-relative rect of a measured element (from `onLayout`). */\nexport interface SharedRect {\n x: number\n y: number\n width: number\n height: number\n}\n\ninterface Entry {\n rect: SharedRect\n expiresAt: number\n}\n\nconst REGISTRY = new Map<string, Entry>()\n\n/**\n * How long (ms) a released rect remains consumable. Sized to comfortably\n * cover a typical screen transition (slide animation, gesture-driven\n * dismiss) without leaving stale entries lying around if no incoming\n * mount picks them up.\n */\nexport const SHARED_LAYOUT_TTL_MS = 1000\n\n/**\n * Provide the current monotonic-ish timestamp. Indirected so tests can\n * stub it via `__setSharedLayoutClock` without touching `Date.now` globally.\n */\nlet now = (): number => Date.now()\n\n/**\n * Update the latest known rect for `id`. Called on every `onLayout` of a\n * Motion primitive with `layoutId` set so the registry always holds a\n * current measurement if that primitive becomes the source of a future\n * transition. Resets the TTL each call.\n */\nexport function registerLayout(id: string, rect: SharedRect): void {\n REGISTRY.set(id, { rect, expiresAt: now() + SHARED_LAYOUT_TTL_MS })\n}\n\n/**\n * Record the rect for `id` on unmount so the next mount can consume it as\n * the FLIP source. Functionally identical to `registerLayout` — the split\n * is purely intent-documenting at the call site.\n */\nexport function releaseLayout(id: string, rect: SharedRect): void {\n REGISTRY.set(id, { rect, expiresAt: now() + SHARED_LAYOUT_TTL_MS })\n}\n\n/**\n * Take the recorded rect for `id` if it exists and hasn't expired. The\n * entry is removed in either case — at most one incoming mount consumes\n * a given release, and an expired entry is dropped so it can't poison a\n * later transition. Returns `undefined` when no fresh source is available,\n * in which case the caller should mount without a layout animation.\n */\nexport function consumeLayout(id: string): SharedRect | undefined {\n const entry = REGISTRY.get(id)\n if (!entry) return undefined\n REGISTRY.delete(id)\n if (entry.expiresAt < now()) return undefined\n return entry.rect\n}\n\n/** Drop all entries. Tests use this to isolate between cases. */\nexport function clearSharedRegistry(): void {\n REGISTRY.clear()\n}\n\n/**\n * Inspect a registry entry without consuming it. Intended for tests and\n * dev tooling; production code should go through `consumeLayout`.\n */\nexport function peekSharedLayout(id: string): SharedRect | undefined {\n const entry = REGISTRY.get(id)\n if (!entry) return undefined\n if (entry.expiresAt < now()) return undefined\n return entry.rect\n}\n\n/**\n * Test hook: swap the clock used for TTL calculations. Pass `undefined` to\n * restore `Date.now`. Not exported from the package root — reachable only\n * from inside the workspace.\n */\nexport function __setSharedLayoutClock(fn: (() => number) | undefined): void {\n now = fn ?? Date.now\n}\n","import {\n type MutableRefObject,\n type Ref,\n useCallback,\n useEffect,\n useMemo,\n useRef,\n} from 'react'\nimport { type LayoutChangeEvent } from 'react-native'\nimport {\n type SharedValue,\n useSharedValue,\n withSequence,\n withSpring,\n withTiming,\n} from 'react-native-reanimated'\nimport { DEFAULT_SPRING, springToReanimated } from '../transitions/spring'\nimport { type SpringTransition, type TransitionConfig } from '../types'\nimport {\n consumeLayout,\n registerLayout,\n releaseLayout,\n type SharedRect,\n} from './sharedRegistry'\n\n/**\n * Shared values produced by `useSharedLayout`. The worklet inside\n * `createMotionComponent` appends `translateX/Y` and `scaleX/Y` transforms\n * built from these so a shared-layout source rect maps onto the new\n * element's transform stack without conflicting with the user's `animate`\n * transforms — multiple transform entries of the same key compose\n * additively (for translates) and multiplicatively (for scales), which is\n * exactly the FLIP semantic.\n *\n * At rest the values are `(0, 0, 1, 1)` — the identity transform — so when\n * no shared-layout transition is active the worklet's contribution is a\n * no-op.\n */\nexport interface SharedLayoutValues {\n dx: SharedValue<number>\n dy: SharedValue<number>\n sx: SharedValue<number>\n sy: SharedValue<number>\n}\n\n/** What the host component needs to wire into its rendered tree. */\nexport interface SharedLayoutBindings {\n flip: SharedLayoutValues\n /**\n * Composite ref the consumer attaches to the rendered animated\n * component. Forwards the underlying ref to the user-supplied `ref`\n * (when present); kept as a stable callback so a `<Motion.*>` with no\n * `layoutId` doesn't pay anything extra.\n */\n setRef: (node: unknown) => void\n /** onLayout handler the consumer must attach to the animated component. */\n onLayout: (event: LayoutChangeEvent) => void\n}\n\n/**\n * Hook backing `<Motion.* layoutId=\"...\" />`.\n *\n * Responsibilities, in order:\n * 1. Allocate FLIP shared values (identity at rest).\n * 2. Track the latest layout rect via the `onLayout` event, and push it\n * into the registry under `layoutId` so this primitive can serve as\n * the source for a future transition.\n * 3. On unmount, hand the last measured rect to `releaseLayout` so the\n * next mount with the same id can consume it.\n * 4. On the first layout commit, consume any pending source rect and\n * drive the FLIP shared values: snap them to the (delta, scale) that\n * visually places the new element at the source position, then\n * animate back to identity. `withSequence(snap, animate)` keeps the\n * animation starting from the snapped delta rather than from zero.\n *\n * Coordinate space note: rects are in parent-relative coordinates (what\n * `onLayout` reports). For the common cross-screen navigator pattern —\n * both screens share an outer content container — parent-relative deltas\n * match what the user perceives. Nested-parent setups where the source\n * and target screens sit under containers at different screen offsets\n * will be off by that offset; v1 documents this and leaves a precise\n * window-coords path for v2.\n *\n * When `layoutId` is `undefined`, every callback is a no-op and the FLIP\n * shared values stay at identity — the host's worklet then skips the\n * transform contribution entirely.\n */\nexport function useSharedLayout(options: {\n layoutId: string | undefined\n userRef: Ref<unknown> | undefined\n transition: TransitionConfig | undefined\n shouldReduceMotion: boolean\n userOnLayout: ((event: LayoutChangeEvent) => void) | undefined\n}): SharedLayoutBindings {\n const { layoutId, userRef, transition, shouldReduceMotion, userOnLayout } =\n options\n\n const dx = useSharedValue(0)\n const dy = useSharedValue(0)\n const sx = useSharedValue(1)\n const sy = useSharedValue(1)\n\n // Most-recent rect for this primitive. Updated on every layout commit;\n // read on unmount to populate the registry as the FLIP source for the\n // next mount with the same id.\n const lastRectRef = useRef<SharedRect | null>(null)\n\n // First-layout latch — only the first measurement after a fresh mount\n // can consume a source rect. Subsequent layouts (resizes, prop changes)\n // refresh the registry but never re-trigger a FLIP from an old source.\n const consumedRef = useRef(false)\n\n const transitionRef = useRef(transition)\n transitionRef.current = transition\n const reducedMotionRef = useRef(shouldReduceMotion)\n reducedMotionRef.current = shouldReduceMotion\n\n const setRef = useCallback(\n (node: unknown) => {\n if (typeof userRef === 'function') userRef(node)\n else if (userRef) (userRef as MutableRefObject<unknown>).current = node\n },\n [userRef],\n )\n\n const onLayout = useCallback(\n (event: LayoutChangeEvent) => {\n userOnLayout?.(event)\n if (!layoutId) return\n\n const { x, y, width, height } = event.nativeEvent.layout\n const rect: SharedRect = { x, y, width, height }\n lastRectRef.current = rect\n\n // First-layout-only: read the registry BEFORE writing our own rect\n // so a previously-released source rect can be consumed cleanly\n // without being overwritten by the current rect first.\n let source: SharedRect | undefined\n if (!consumedRef.current) {\n consumedRef.current = true\n source = consumeLayout(layoutId)\n }\n registerLayout(layoutId, rect)\n\n if (source) {\n applyFlip({\n source,\n target: rect,\n dx,\n dy,\n sx,\n sy,\n transition: transitionRef.current,\n shouldReduceMotion: reducedMotionRef.current,\n })\n }\n },\n // dx/dy/sx/sy are stable refs from useSharedValue, but eslint's\n // exhaustive-deps would flag them — including them is harmless and\n // silences the warning.\n [layoutId, userOnLayout, dx, dy, sx, sy],\n )\n\n // Reset the first-layout latch when the id changes — a new id is logically\n // a new shared-element identity and should be allowed to consume a source.\n useEffect(() => {\n consumedRef.current = false\n }, [layoutId])\n\n // On unmount, hand the latest rect to the registry under this id so the\n // next mount can consume it as a FLIP source.\n useEffect(() => {\n return () => {\n if (!layoutId) return\n const rect = lastRectRef.current\n if (!rect) return\n releaseLayout(layoutId, rect)\n }\n }, [layoutId])\n\n return useMemo<SharedLayoutBindings>(\n () => ({\n flip: { dx, dy, sx, sy },\n setRef,\n onLayout,\n }),\n [dx, dy, sx, sy, setRef, onLayout],\n )\n}\n\n/**\n * Snap the FLIP shared values so the new element visually overlays its\n * source rect, then animate back to identity. The `withSequence(snap,\n * animate)` shape is what makes the spring start from the snapped delta —\n * a plain `withSpring(0)` from a zero base would animate from-zero, not\n * from-source.\n */\nfunction applyFlip(args: {\n source: SharedRect\n target: SharedRect\n dx: SharedValue<number>\n dy: SharedValue<number>\n sx: SharedValue<number>\n sy: SharedValue<number>\n transition: TransitionConfig | undefined\n shouldReduceMotion: boolean\n}): void {\n const { source, target, dx, dy, sx, sy, transition, shouldReduceMotion } =\n args\n\n // Compute the delta that would visually place the new element at the\n // source rect. The transform origin matters: RN scales around the\n // element's center, so the translation needs to account for the\n // center-of-source vs center-of-target offset, not the top-left offset.\n const sourceCenterX = source.x + source.width / 2\n const sourceCenterY = source.y + source.height / 2\n const targetCenterX = target.x + target.width / 2\n const targetCenterY = target.y + target.height / 2\n const deltaX = sourceCenterX - targetCenterX\n const deltaY = sourceCenterY - targetCenterY\n // Guard against zero-sized targets (degenerate layout) — keep scale at 1\n // so the element at least renders even if the FLIP isn't a perfect match.\n const scaleX = target.width > 0 ? source.width / target.width : 1\n const scaleY = target.height > 0 ? source.height / target.height : 1\n\n if (shouldReduceMotion) {\n // Reduced-motion: skip the visual transition entirely. The element\n // appears at its natural position; the source rect is discarded.\n dx.value = 0\n dy.value = 0\n sx.value = 1\n sy.value = 1\n return\n }\n\n if (transition?.type === 'no-animation') {\n dx.value = 0\n dy.value = 0\n sx.value = 1\n sy.value = 1\n return\n }\n\n if (transition?.type === 'timing') {\n const duration = transition.duration ?? 300\n dx.value = withSequence(\n withTiming(deltaX, { duration: 0 }),\n withTiming(0, { duration }),\n )\n dy.value = withSequence(\n withTiming(deltaY, { duration: 0 }),\n withTiming(0, { duration }),\n )\n sx.value = withSequence(\n withTiming(scaleX, { duration: 0 }),\n withTiming(1, { duration }),\n )\n sy.value = withSequence(\n withTiming(scaleY, { duration: 0 }),\n withTiming(1, { duration }),\n )\n return\n }\n\n // Spring path (default, and the fallback for `'decay'` which doesn't\n // have a meaningful target value for a FLIP transition).\n const springCfg: SpringTransition =\n transition?.type === 'spring'\n ? { ...DEFAULT_SPRING, ...transition }\n : { type: 'spring', ...DEFAULT_SPRING }\n const springParams = springToReanimated(springCfg)\n\n dx.value = withSequence(\n withTiming(deltaX, { duration: 0 }),\n withSpring(0, springParams),\n )\n dy.value = withSequence(\n withTiming(deltaY, { duration: 0 }),\n withSpring(0, springParams),\n )\n sx.value = withSequence(\n withTiming(scaleX, { duration: 0 }),\n withSpring(1, springParams),\n )\n sy.value = withSequence(\n withTiming(scaleY, { duration: 0 }),\n withSpring(1, springParams),\n )\n}\n","import { createContext, useContext } from 'react'\n\n/**\n * Per-child contract between `<Presence>` and its descendant Motion\n * primitives. `<Presence>` provides a fresh value to each rendered child;\n * Motion primitives consume it to gate exit animations.\n *\n * - `isPresent`: `true` while the child is in the incoming children list.\n * Flips to `false` when the parent removes it; the child remains rendered\n * until `safeToRemove` is called.\n * - `safeToRemove`: callback the child invokes when its exit animation has\n * settled. `<Presence>` then drops the snapshot entry and unmounts.\n */\nexport interface PresenceContextValue {\n isPresent: boolean\n safeToRemove: () => void\n}\n\nexport const PresenceContext = createContext<PresenceContextValue | null>(null)\n\n/**\n * Read the surrounding `<Presence>` contract from a child component. Returns\n * `null` when there is no `<Presence>` ancestor — useful for components that\n * want to support both standalone and Presence-wrapped use without branching.\n */\nexport function usePresence(): PresenceContextValue | null {\n return useContext(PresenceContext)\n}\n","import {\n Easing,\n withDecay,\n withDelay,\n withRepeat,\n withSequence,\n withSpring,\n withTiming,\n} from 'react-native-reanimated'\nimport { ensureWorkletEasing } from './easing'\nimport { springToReanimated } from './spring'\nimport {\n type AnimatableValue,\n type DecayTransition,\n type RepeatConfig,\n type SequenceStep,\n type SpringTransition,\n type TimingTransition,\n type TransitionConfig,\n} from '../types'\n\n/**\n * UI-thread callback Reanimated invokes when an animation settles. Must be a\n * worklet — callers either author one with `'worklet'` or build one via\n * `runOnJS(...)` to bridge to JS-thread code.\n */\nexport type AnimationCallback = (\n finished?: boolean,\n current?: number | string,\n) => void\n\n/**\n * Per-step callback factory. Resolvers call this with the step's phase and\n * sequence index (or `undefined` for non-sequence animations) and attach the\n * resulting callback to the underlying `withSpring` / `withTiming` /\n * `withDecay` call.\n */\nexport type CallbackFactory = (\n phase: 'step' | 'animation',\n step: number | undefined,\n) => AnimationCallback | undefined\n\nconst DEFAULT_TIMING_DURATION = 250\n\nfunction buildSpring(\n cfg: SpringTransition,\n toValue: number | string,\n cb?: AnimationCallback,\n) {\n return withSpring(toValue as number, springToReanimated(cfg), cb as never)\n}\n\nfunction buildTiming(\n cfg: TimingTransition,\n toValue: number | string,\n cb?: AnimationCallback,\n) {\n return withTiming(\n toValue as number,\n {\n duration: cfg.duration ?? DEFAULT_TIMING_DURATION,\n easing: ensureWorkletEasing(cfg.easing) ?? Easing.inOut(Easing.ease),\n },\n cb as never,\n )\n}\n\nfunction buildDecay(cfg: DecayTransition, cb?: AnimationCallback) {\n return withDecay(\n {\n velocity: cfg.velocity ?? 0,\n deceleration: cfg.deceleration,\n clamp: cfg.clamp,\n },\n cb as never,\n )\n}\n\n/**\n * Build a single-step animation (no repeat / no delay / no sequence) for a\n * given config + target. Pulled out so sequence steps can compose without\n * recursing into repeat/delay handling per step. The callback is forwarded\n * to Reanimated; for `no-animation` the callback is fired synchronously\n * since there's nothing to wait for.\n */\nfunction buildOne(\n cfg: TransitionConfig,\n toValue: number | string,\n cb?: AnimationCallback,\n): unknown {\n if (cfg.type === 'no-animation') {\n if (cb) cb(true, toValue)\n return toValue\n }\n if (cfg.type === 'decay') return buildDecay(cfg, cb)\n if (cfg.type === 'timing') return buildTiming(cfg, toValue, cb)\n return buildSpring(cfg as SpringTransition, toValue, cb)\n}\n\n/**\n * Wrap an animation in `withRepeat` per the unified `repeat` shape:\n * - `number` → finite count, alternating direction\n * - `'infinite'` → endless, alternating direction\n * - `{ count, alternate }`→ explicit; `alternate` defaults to `true`\n */\nfunction applyRepeat(animation: unknown, repeat: RepeatConfig | undefined) {\n if (repeat === undefined) return animation\n if (repeat === 'infinite') {\n return withRepeat(animation as never, -1, true)\n }\n if (typeof repeat === 'number') {\n return withRepeat(animation as never, repeat, true)\n }\n const count = repeat.count === 'infinite' ? -1 : repeat.count\n const alternate = repeat.alternate ?? true\n return withRepeat(animation as never, count, alternate)\n}\n\nfunction applyDelay(animation: unknown, delay: number | undefined) {\n if (!delay || delay <= 0) return animation\n return withDelay(delay, animation as never)\n}\n\n/**\n * Build a Reanimated animation for a single property. Runs on the JS thread\n * once per change and produces a baked `withSpring` / `withTiming` /\n * `withDecay` (optionally wrapped in `withDelay` / `withRepeat`) call. The\n * worklet body only consumes the result.\n *\n * `callback`, when provided, fires once when the underlying single-shot\n * animation settles. Repeat-wrapped animations forward the callback to\n * `withRepeat`, so it fires once per iteration as Reanimated does.\n */\nexport function resolveTransition(\n config: TransitionConfig | undefined,\n toValue: number | string,\n callback?: AnimationCallback,\n): unknown {\n const cfg = config ?? ({ type: 'spring' } as SpringTransition)\n const base = buildOne(cfg, toValue, callback)\n const repeated = applyRepeat(base, repeatOf(cfg))\n return applyDelay(repeated, delayOf(cfg))\n}\n\nfunction repeatOf(cfg: TransitionConfig): RepeatConfig | undefined {\n if (cfg.type === 'no-animation' || cfg.type === 'decay') return undefined\n return cfg.repeat\n}\n\n/**\n * Return `cfg` minus its `repeat` field. Used when peeling top-level repeat\n * off a base transition before passing it down to per-sequence-step\n * resolution — the sequence as a whole is what should repeat, not each step.\n */\nfunction stripRepeat(\n cfg: TransitionConfig | undefined,\n): TransitionConfig | undefined {\n if (!cfg) return cfg\n if (cfg.type === 'no-animation' || cfg.type === 'decay') return cfg\n if (cfg.repeat === undefined) return cfg\n const next = { ...cfg }\n delete next.repeat\n return next\n}\n\nfunction delayOf(cfg: TransitionConfig): number | undefined {\n if (cfg.type === 'no-animation') return undefined\n return cfg.delay\n}\n\n/**\n * True when the value is a `{ to, ...transitionOverride }` sequence step.\n * Plain numbers and plain transition objects fail this check.\n */\nfunction isStepObject<V>(\n v: SequenceStep<V> | V,\n): v is Extract<SequenceStep<V>, { to: V }> {\n return (\n typeof v === 'object' &&\n v !== null &&\n !Array.isArray(v) &&\n 'to' in (v as object)\n )\n}\n\n/**\n * Resolve a per-property `animate` value into a Reanimated animation.\n *\n * Handles the three shapes of `AnimatableValue`:\n * 1. plain value → single `resolveTransition` call\n * 2. `{ to, ...over }` → single step with the override merged into `base`\n * 3. array of either → `withSequence` of resolved steps, with the\n * top-level `repeat` applied at the **sequence level** (not per step).\n * Per-step `repeat` overrides remain step-local.\n */\nexport function resolveAnimatableValue<V extends number | string>(\n value: AnimatableValue<V>,\n base: TransitionConfig | undefined,\n factory?: CallbackFactory,\n): unknown {\n if (Array.isArray(value)) {\n const steps = value as ReadonlyArray<SequenceStep<V>>\n const stepBase = stripRepeat(base)\n const animations = steps.map((step, i) =>\n resolveStep(step, stepBase, factory?.('step', i)),\n )\n const seq = withSequence(...(animations as never[]))\n return applyRepeat(seq, base ? repeatOf(base) : undefined)\n }\n const step = value as SequenceStep<V>\n const cb = factory?.('animation', undefined)\n if (isStepObject<V>(step)) {\n return resolveStep(step, base, cb)\n }\n return resolveTransition(base, step as V, cb)\n}\n\nfunction resolveStep<V extends number | string>(\n step: SequenceStep<V>,\n base: TransitionConfig | undefined,\n cb?: AnimationCallback,\n): unknown {\n if (isStepObject<V>(step)) {\n const { to, ...override } = step as { to: V } & Partial<TransitionConfig>\n const merged = mergeTransition(base, override as Partial<TransitionConfig>)\n return resolveTransition(merged, to, cb)\n }\n return resolveTransition(base, step as V, cb)\n}\n\nfunction mergeTransition(\n base: TransitionConfig | undefined,\n override: Partial<TransitionConfig>,\n): TransitionConfig {\n // If the override declares a `type`, it wins outright — mixing fields from\n // a spring base into a timing override produces garbage. Otherwise inherit\n // the base's type and shallow-merge the rest.\n if (override.type && base && override.type !== base.type) {\n return override as TransitionConfig\n }\n return { ...(base ?? { type: 'spring' }), ...override } as TransitionConfig\n}\n","import { type TransitionConfig } from '../types'\n\n/**\n * Field names that may appear on a `TransitionConfig` (spring / timing /\n * decay / no-animation). Used as a structural discriminator: if every key on\n * an object is in this set, the object is treated as a top-level transition;\n * otherwise it's a per-property / per-layer transition map.\n *\n * Adding a new field to `TransitionConfig` requires adding the name here.\n */\nexport const TRANSITION_CONFIG_KEYS = new Set([\n 'type',\n 'tension',\n 'friction',\n 'mass',\n 'velocity',\n 'restSpeedThreshold',\n 'restDisplacementThreshold',\n 'duration',\n 'easing',\n 'delay',\n 'repeat',\n 'deceleration',\n 'clamp',\n])\n\nexport function isTopLevelTransition(t: unknown): t is TransitionConfig {\n if (t === null || typeof t !== 'object') return false\n const keys = Object.keys(t as object)\n if (keys.length === 0) return false\n return keys.every((k) => TRANSITION_CONFIG_KEYS.has(k))\n}\n","/**\n * Stable string signature for an arbitrary value — used as a dep-array\n * member so a fresh object literal each render doesn't re-fire an effect\n * unless something structurally changed. Functions serialize as `null`\n * (their identity isn't useful in a sig); `undefined` collapses to an empty\n * string so omitted props compare equal across renders.\n */\nexport function stableSig(value: unknown): string {\n if (value === undefined) return ''\n try {\n return stableStringify(value)\n } catch {\n return String(value)\n }\n}\n\n/**\n * JSON.stringify with keys sorted at every level so a sig is invariant under\n * property-declaration order. Functions and `undefined` both serialize as\n * `null` — we accept the latter's information loss (rare in practice) in\n * exchange for not crashing on circular function-bearing graphs.\n */\nfunction stableStringify(v: unknown): string {\n if (v === null || typeof v !== 'object') {\n if (typeof v === 'function' || v === undefined) return 'null'\n return JSON.stringify(v)\n }\n if (Array.isArray(v)) {\n return '[' + v.map(stableStringify).join(',') + ']'\n }\n const obj = v as Record<string, unknown>\n const keys = Object.keys(obj).sort()\n return (\n '{' +\n keys\n .map((k) => JSON.stringify(k) + ':' + stableStringify(obj[k]))\n .join(',') +\n '}'\n )\n}\n","import { reanimatedVersion } from 'react-native-reanimated'\n\ndeclare const __DEV__: boolean\ndeclare const process: { env?: Record<string, string | undefined> }\n\nlet alreadyChecked = false\n\n/**\n * Surface a clear, actionable error at first `createMotionComponent` call when\n * the consumer's Reanimated install is broken. Production builds, repeat calls,\n * and Jest test runs are all skipped — the check is purely a dev-time\n * paper-cut sander for the two failure modes we can detect from JS:\n *\n * 1. `react-native-reanimated` resolves but is on a v3.x line we don't\n * support (the plugin name and worklet runtime both changed at v4).\n * 2. The worklets babel plugin (`react-native-worklets/plugin` in v4) isn't\n * wired into `babel.config.js`, so `'worklet'` directives are dead strings\n * and the first `withSpring` / `withTiming` call would crash on the UI\n * thread with a generic \"non-worklet function called\" error.\n *\n * The \"Reanimated isn't installed at all\" case isn't handled here — Metro\n * fails to resolve the static `import 'react-native-reanimated'` at the top\n * of `createMotionComponent.tsx` long before this check runs.\n */\nexport function ensureReanimatedInstalled(): void {\n if (!__DEV__ || alreadyChecked) return\n // The standard `react-native-reanimated/mock` doesn't run the worklets\n // babel plugin, so the marker probe would false-positive every test run.\n if (typeof process !== 'undefined' && process.env?.NODE_ENV === 'test') {\n return\n }\n alreadyChecked = true\n\n // Read the version off Reanimated's own runtime export rather than reaching\n // into its `package.json`. A `require('.../package.json')` here would make\n // esbuild emit a `__require` shim that throws on web bundlers (Expo web), and\n // Reanimated's `exports` field may block the subpath anyway.\n const version: string | undefined = reanimatedVersion\n\n if (version) {\n const major = parseInt(version.split('.')[0] ?? '0', 10)\n if (major < 4) {\n console.error(\n `[inertia] react-native-reanimated v${version} is installed, but @onlynative/inertia requires v4.0.0 or later. ` +\n `Upgrade with \\`pnpm add react-native-reanimated@^4\\` (or your package manager's equivalent).`,\n )\n return\n }\n }\n\n // The worklets plugin rewrites any function carrying a top-of-body\n // `'worklet'` directive to expose a `__workletHash` property at runtime.\n // Its absence means the plugin didn't run.\n const probe = function probe() {\n 'worklet'\n return 0\n } as { __workletHash?: number }\n if (typeof probe.__workletHash !== 'number') {\n console.error(\n `[inertia] The Reanimated worklets babel plugin is not configured. ` +\n `Add \\`'react-native-worklets/plugin'\\` as the LAST entry in the \\`plugins\\` array of your \\`babel.config.js\\`, ` +\n `then restart Metro with a fresh cache: \\`npx expo start -c\\` or \\`npx react-native start --reset-cache\\`.`,\n )\n }\n}\n","import {\n type ComponentType,\n forwardRef,\n useEffect,\n useMemo,\n useRef,\n useState,\n} from 'react'\nimport Animated, {\n interpolateColor,\n runOnJS,\n useAnimatedStyle,\n useSharedValue,\n type SharedValue,\n} from 'react-native-reanimated'\nimport { type LayoutChangeEvent } from 'react-native'\nimport { useShouldReduceMotion } from '../config'\nimport { isFocusVisible } from '../gestures'\nimport {\n resolveLayoutTransition,\n type LayoutProp,\n useSharedLayout,\n} from '../layout'\nimport { usePresence } from '../presence'\nimport {\n isTopLevelTransition,\n resolveAnimatableValue,\n resolveTransition,\n stableSig,\n} from '../transitions'\nimport { ensureReanimatedInstalled } from './installCheck'\nimport {\n type AnimatableValue,\n type AnimateStyle,\n type AnimationCallbackInfo,\n type GestureLayerTransitions,\n type GestureSubStates,\n type MotionComponent,\n type MotionProps,\n type PerPropertyTransition,\n type Transition,\n type TransitionConfig,\n type VariantController,\n type VariantsMap,\n} from '../types'\n\n/**\n * Animatable properties supported in the alpha. Expanding this set is a\n * mechanical change — add the key here, decide whether it lives inside\n * `transform`, and wire it through `buildAnimatedStyle` below.\n */\nconst TRANSFORM_KEYS = [\n 'translateX',\n 'translateY',\n 'scale',\n 'scaleX',\n 'scaleY',\n 'rotate',\n 'rotateX',\n 'rotateY',\n] as const\n\n// Rotation keys land in the transform array as `{ rotate: '45deg' }` / `{\n// rotateX: '45deg' }` etc. — Reanimated needs the unit-suffixed string form.\n// We hold the underlying shared value as a plain number (degrees) and wrap\n// in the worklet so the resolver pipeline stays uniform with the other\n// numeric transform keys.\nconst ROTATION_KEYS = new Set<string>(['rotate', 'rotateX', 'rotateY'])\n\nconst NUMERIC_TOP_LEVEL_KEYS = [\n 'opacity',\n 'width',\n 'height',\n 'borderRadius',\n 'shadowOpacity',\n 'shadowRadius',\n 'elevation',\n] as const\n\n// Color-valued keys. Reanimated's value setter detects color strings and\n// interpolates between their packed RGBA representations natively in\n// `withSpring` / `withTiming` — so the resolver path is identical to numeric\n// keys; only the shared-value seed and the resting default differ.\n//\n// `tintColor` is Image-only, but allocated unconditionally here: the\n// per-primitive type system (`AnimateStyle<C>`) is what gates which keys\n// `animate` accepts at compile time. An unused shared value is a single ref;\n// allocating it everywhere keeps hook order stable and the factory generic.\nconst COLOR_KEYS = [\n 'backgroundColor',\n 'borderColor',\n 'color',\n 'tintColor',\n 'shadowColor',\n] as const\n\n// Synthetic axes for the `shadowOffset: { width, height }` nested-object style\n// prop. RN doesn't surface these as top-level keys; the worklet recomposes\n// `shadowOffset` from the two synthetic SVs before emitting the style. The\n// consumer's animate value (`shadowOffset: { width, height }`) decomposes into\n// these at the activation / value-driving boundary; consumers don't write\n// these keys directly.\nconst SHADOW_OFFSET_KEYS = ['shadowOffsetWidth', 'shadowOffsetHeight'] as const\n\n/**\n * Per-effect transform-group coordinator. Counts how many transform-axis\n * terminal callbacks are still pending; when the last one fires, the\n * factory emits a single coalesced `onAnimationEnd({ key: 'transform' })`\n * instead of N per-axis callbacks. Mutated by the dispatch closure.\n */\ntype TransformGroup = { remaining: number }\n\nconst ALL_KEYS = [\n ...TRANSFORM_KEYS,\n ...NUMERIC_TOP_LEVEL_KEYS,\n ...COLOR_KEYS,\n ...SHADOW_OFFSET_KEYS,\n] as const\ntype AnimatableKey = (typeof ALL_KEYS)[number]\ntype TransformKey = (typeof TRANSFORM_KEYS)[number]\ntype ShadowOffsetKey = (typeof SHADOW_OFFSET_KEYS)[number]\n\nconst TRANSFORM_KEY_SET = new Set<AnimatableKey>(TRANSFORM_KEYS)\nconst COLOR_KEY_SET = new Set<AnimatableKey>(COLOR_KEYS)\nconst SHADOW_OFFSET_KEY_SET = new Set<AnimatableKey>(SHADOW_OFFSET_KEYS)\n\nconst GESTURE_LAYER_NAMES = [\n 'hovered',\n 'focused',\n 'focusVisible',\n 'pressed',\n] as const\ntype GestureLayerName = (typeof GESTURE_LAYER_NAMES)[number]\nconst GESTURE_LAYER_NAME_SET = new Set<string>(GESTURE_LAYER_NAMES)\n\n// Stable style object applied while a Motion primitive is mid-exit so taps\n// fall through. Hoisted so every render shares the same reference and\n// Reanimated's style merging treats it as a no-op when present.\nconst EXITING_POINTER_EVENTS_STYLE = { pointerEvents: 'none' } as const\n\nconst DEFAULT_RESTING: Record<AnimatableKey, number | string> = {\n translateX: 0,\n translateY: 0,\n scale: 1,\n scaleX: 1,\n scaleY: 1,\n rotate: 0,\n rotateX: 0,\n rotateY: 0,\n opacity: 1,\n width: 0,\n height: 0,\n borderRadius: 0,\n shadowOpacity: 0,\n shadowRadius: 0,\n elevation: 0,\n // 'transparent' is the only safe universal default for colors: it works as\n // an initial seed for any color animation (no jarring opaque flash on mount\n // when `initial` is omitted) and rgba(0,0,0,0) interpolates cleanly into\n // any opaque target via Reanimated's color util.\n backgroundColor: 'transparent',\n borderColor: 'transparent',\n color: 'transparent',\n tintColor: 'transparent',\n shadowColor: 'transparent',\n shadowOffsetWidth: 0,\n shadowOffsetHeight: 0,\n}\n\nfunction transitionFor<S>(\n prop: keyof S,\n transition: Transition<S> | undefined,\n): TransitionConfig | undefined {\n if (!transition) return undefined\n if (isTopLevelTransition(transition)) return transition\n // Gesture-layer keys (`pressed`, `hovered`, …) live on the same map as\n // per-property keys; skip them when looking up a property transition so a\n // user who wires `transition.pressed` doesn't accidentally apply that to a\n // style key named `pressed` (none currently exist, but keep the lookup\n // honest).\n if (GESTURE_LAYER_NAME_SET.has(prop as string)) return undefined\n return (transition as PerPropertyTransition<S>)[prop]\n}\n\nfunction gestureLayerTransitionFor<S>(\n layer: GestureLayerName,\n transition: Transition<S> | undefined,\n): TransitionConfig | undefined {\n if (!transition) return undefined\n if (isTopLevelTransition(transition)) return transition\n return (transition as GestureLayerTransitions)[layer]\n}\n\n/**\n * Factory that wraps a React Native primitive as a `Motion.*` component.\n *\n * The generic `C` flows through `MotionProps`, so `animate` / `initial` /\n * `exit` / `transition` all infer from `C`'s `style` prop. There is no\n * shared `ViewStyle & TextStyle & ImageStyle` fallback.\n *\n * Alpha scope: numeric properties (transforms, opacity, width, height,\n * borderRadius) and color properties (backgroundColor, borderColor, color,\n * tintColor) applied via Reanimated shared values + `useAnimatedStyle`.\n */\n// `ComponentType<any>` is React's canonical \"accept any component\" idiom.\n// `unknown` doesn't work — props need to widen to whatever `C` actually accepts\n// at the call site. The two `any` uses below are deliberate.\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nexport function createMotionComponent<C extends ComponentType<any>>(\n Component: C,\n): MotionComponent<C> {\n ensureReanimatedInstalled()\n\n const AnimatedComponent = Animated.createAnimatedComponent(\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n Component as ComponentType<any>,\n )\n\n type Props = React.ComponentProps<C> & MotionProps<React.ComponentProps<C>>\n\n const Motion = forwardRef<unknown, Props>(function Motion(props, ref) {\n const {\n initial,\n animate,\n exit,\n transition,\n variants,\n controller,\n gesture,\n layout,\n layoutId,\n onAnimationEnd,\n style,\n onLayout: userOnLayout,\n ...rest\n } = props as Props & {\n style?: unknown\n layout?: LayoutProp\n layoutId?: string\n onLayout?: (event: LayoutChangeEvent) => void\n }\n\n // Function-form `style={(state) => ...}` is the Pressable render-prop API.\n // Inertia drives press/focus state through `gesture.*` and merges its own\n // animated style; a function passed here lands inside a style array where\n // the underlying component never invokes it, so the resulting styles are\n // silently dropped. Throw loudly in dev rather than ship the footgun.\n if (__DEV__ && typeof style === 'function') {\n throw new Error(\n '[inertia] `style` must be a style object or array of style objects, ' +\n 'not a function. The function-form `style={(state) => ...}` Pressable ' +\n 'API is not supported — use `gesture.pressed` (or `gesture.focused`, ' +\n 'etc.) to drive state-dependent styling instead.',\n )\n }\n\n // <Presence> contract: when an ancestor flips `isPresent` to false the\n // child stays rendered until `safeToRemove` is called, giving the exit\n // animation time to play. `null` when there is no <Presence> ancestor.\n const presence = usePresence()\n const isExiting = presence !== null && presence.isPresent === false\n\n // Resolved reduced-motion preference for this subtree. When true, every\n // per-key transition is replaced with `no-animation` below, so values\n // snap to target without interpolation. The hook also subscribes to OS\n // changes (via Reanimated's `useReducedMotion`), so toggling the\n // accessibility setting at runtime re-renders this component.\n const shouldReduceMotion = useShouldReduceMotion()\n\n // Pin the latest `onAnimationEnd` in a ref so the worklet callback always\n // dispatches against the current closure without re-resolving the\n // animation graph. Worklets can read refs via `runOnJS`.\n const onAnimationEndRef = useRef(onAnimationEnd)\n onAnimationEndRef.current = onAnimationEnd\n\n // Resolve `animate` against `variants` / `controller`. The controller's\n // `current` wins when both are set (typed contract: don't mix\n // `controller` and `animate` — controller drives the animation in that\n // mode). When `animate` is a string and `variants` exist, look it up.\n const variantKey = useControllerKey(controller)\n const resolvedAnimate = resolveAnimateInput(\n animate as AnimateStyle<unknown> | string | undefined,\n variants as VariantsMap<unknown> | undefined,\n variantKey,\n )\n\n const animateRecord = (resolvedAnimate ?? {}) as InternalAnimateRecord\n const initialRecord =\n initial && initial !== false\n ? (initial as InternalInitialRecord)\n : undefined\n const exitRecord = exit ? (exit as InternalAnimateRecord) : undefined\n\n // Gesture sub-state activation tracked as JS state. Activation flips drive\n // the per-layer progress shared values (0↔1); they intentionally do NOT\n // re-run the value-driving effect — gesture sub-state targets live on the\n // worklet's composition chain, not on the base `animate` SV.\n const [pressed, setPressed] = useState(false)\n const [focused, setFocused] = useState(false)\n const [focusVisible, setFocusVisible] = useState(false)\n const [hovered, setHovered] = useState(false)\n\n // The set of keys this instance animates is a *monotonically growing*\n // union, recomputed every render and expanded when a render introduces a\n // key not seen before. It never shrinks. Two requirements meet here:\n //\n // 1. Variants and gesture sub-states contribute the union across *all*\n // their branches up front — a key touched by any variant must be\n // active so the worklet picks it up when the controller transitions\n // to a branch the base `animate` never mentions.\n // 2. A literal `animate` object is reactive: a parent that changes\n // `animate={{ opacity: 1 }}` to `animate={{ opacity: 1, scale: 2 }}`\n // after mount must get `scale` animating. Freezing the set at first\n // render silently dropped the new key (its SV updated, but the\n // worklet — which iterates this set — never read it).\n //\n // Growing-only keeps the worklet stable: the `activeKeysRef.current` array\n // identity only changes on the renders that actually add a key, so the\n // `useAnimatedStyle` worklet (which reads `.current` each frame) sees the\n // expansion without churning frame-to-frame.\n const touched = new Set<AnimatableKey>()\n collectTouchedKeys(touched, animateRecord)\n if (initialRecord) collectTouchedKeys(touched, initialRecord)\n if (variants) {\n for (const variant of Object.values(variants) as object[]) {\n if (!variant) continue\n collectTouchedKeys(touched, variant as Record<string, unknown>)\n }\n }\n if (gesture) {\n for (const subState of [\n gesture.pressed,\n gesture.focused,\n gesture.focusVisible,\n gesture.hovered,\n ] as Array<object | undefined>) {\n if (!subState) continue\n collectTouchedKeys(touched, subState as Record<string, unknown>)\n }\n }\n if (exitRecord) collectTouchedKeys(touched, exitRecord)\n\n const activeKeysRef = useRef<readonly AnimatableKey[] | null>(null)\n const hasTransformRef = useRef<boolean>(false)\n const hasShadowOffsetRef = useRef<boolean>(false)\n // Expand the active set only when this render touched a key we haven't\n // recorded yet. When nothing new appears we keep the existing array\n // identity so the worklet's captured ref doesn't see a fresh value.\n const prevActive = activeKeysRef.current\n let grew = prevActive === null\n if (!grew && prevActive) {\n for (const k of touched) {\n if (!prevActive.includes(k)) {\n grew = true\n break\n }\n }\n }\n if (grew) {\n const merged = new Set<AnimatableKey>(prevActive ?? [])\n for (const k of touched) merged.add(k)\n activeKeysRef.current = ALL_KEYS.filter((k) => merged.has(k))\n hasTransformRef.current = activeKeysRef.current.some((k) =>\n TRANSFORM_KEY_SET.has(k),\n )\n hasShadowOffsetRef.current = activeKeysRef.current.some((k) =>\n SHADOW_OFFSET_KEY_SET.has(k),\n )\n }\n\n const sharedValues = useAnimatableSharedValues((key) => {\n // Shadow offset synthetics seed from the corresponding axis on the\n // `shadowOffset: { width, height }` source — the consumer doesn't write\n // `shadowOffsetWidth` / `shadowOffsetHeight` directly. Fall back to the\n // generic resting default when neither initial nor animate touched it.\n if (SHADOW_OFFSET_KEY_SET.has(key)) {\n const axis = shadowOffsetAxisFor(key as ShadowOffsetKey)\n if (initial === false) {\n return (\n shadowOffsetAxisValue(animateRecord.shadowOffset, axis) ??\n DEFAULT_RESTING[key]\n )\n }\n return (\n shadowOffsetAxisValue(\n initialRecord?.shadowOffset as\n | { width?: number; height?: number }\n | undefined,\n axis,\n ) ??\n shadowOffsetAxisValue(animateRecord.shadowOffset, axis) ??\n DEFAULT_RESTING[key]\n )\n }\n if (initial === false) {\n const a = animateRecord[key]\n return restValue(a) ?? DEFAULT_RESTING[key]\n }\n return (\n initialRecord?.[key] ??\n restValue(animateRecord[key]) ??\n DEFAULT_RESTING[key]\n )\n })\n\n // One progress SV per gesture layer, allocated unconditionally for hook\n // stability. Each layer's progress animates 0↔1 with its own transition\n // when its activation flips; the worklet reads them when compositing.\n // Initial value is 0 — even if a sub-state is somehow active on mount,\n // the activation effect below will animate it to 1 on the next tick.\n const pressedProgress = useSharedValue(0)\n const focusedProgress = useSharedValue(0)\n const focusVisibleProgress = useSharedValue(0)\n const hoveredProgress = useSharedValue(0)\n\n // Mirror gesture targets into a UI-runtime-resident shared value so the\n // animated-style worklet can read the latest layer values without having\n // to capture `gesture` directly (which would re-register the worklet on\n // every render where the consumer passes a fresh literal). The signature\n // dependency means we only push to the SV when targets actually change —\n // the SV ref itself is stable across renders.\n //\n // The resolved value is a layer-keyed map of primitive endpoints (numbers\n // or color strings); sequence/`{ to }` step shapes on a sub-state collapse\n // to their final endpoint via `targetEndValue` because a gesture layer\n // describes a steady target, not a keyframe sequence.\n const gestureSV = useSharedValue<ResolvedGestureLayers | null>(\n resolveGestureLayers(gesture),\n )\n const gestureTargetsSig = stableSig(gesture)\n useEffect(() => {\n gestureSV.value = resolveGestureLayers(gesture)\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [gestureTargetsSig])\n\n // The base record drives the per-key shared values. Gesture sub-state\n // targets are intentionally NOT merged here — they layer on top in the\n // worklet. Exit values still take precedence over `animate` while exiting\n // because the base SV is what <Presence> waits on to settle.\n const baseRecord =\n isExiting && exitRecord\n ? { ...animateRecord, ...exitRecord }\n : animateRecord\n const baseSig =\n stableSig(baseRecord) +\n (isExiting ? '|exit' : '') +\n (shouldReduceMotion ? '|rm' : '')\n const transitionSig = stableSig(transition)\n\n // Stable ref to the live `safeToRemove` so the effect's settle-counter\n // closure can reach the latest <Presence> binding without retriggering.\n const safeToRemoveRef = useRef<(() => void) | undefined>(undefined)\n safeToRemoveRef.current = presence?.safeToRemove\n\n useEffect(() => {\n // Exit fast-path: nothing to animate (or no exit prop), tell <Presence>\n // immediately so the unmount isn't gated on a phantom animation.\n if (isExiting && (!exitRecord || Object.keys(exitRecord).length === 0)) {\n safeToRemoveRef.current?.()\n return\n }\n\n let pending = 0\n let done = false\n const onSettle = () => {\n if (done) return\n pending--\n if (pending <= 0) {\n done = true\n if (isExiting) safeToRemoveRef.current?.()\n }\n }\n\n // Count transform axes participating in this effect run so the factory\n // can coalesce their terminal callbacks into a single transform-group\n // event. `undefined` when no transform axis is animating, which lets\n // the factory skip the coalescing branch entirely.\n let transformPending = 0\n for (const k of ALL_KEYS) {\n if (TRANSFORM_KEY_SET.has(k) && baseRecord[k] !== undefined) {\n transformPending++\n }\n }\n const transformGroup: TransformGroup | undefined =\n transformPending > 0 ? { remaining: transformPending } : undefined\n\n for (const key of ALL_KEYS) {\n // Shadow offset synthetics read their target from the nested\n // `shadowOffset: { width, height }` source on `baseRecord` — the\n // animate / exit record never has `shadowOffsetWidth` etc. on it\n // directly. The synthetic transition follows the same `shadowOffset`\n // top-level transition entry (no per-axis split).\n const target: AnimatableValue<number | string> | undefined =\n SHADOW_OFFSET_KEY_SET.has(key)\n ? shadowOffsetAxisValue(\n baseRecord.shadowOffset,\n shadowOffsetAxisFor(key as ShadowOffsetKey),\n )\n : baseRecord[key]\n if (target === undefined) continue\n // Reduced-motion overrides every per-key transition (and any nested\n // sequence-step transition) with `no-animation`, which the resolver\n // turns into a direct value assignment. Sequences still iterate but\n // each step settles instantly, which matches the \"snap to final\n // state\" expectation.\n const cfg = shouldReduceMotion\n ? ({ type: 'no-animation' } as const)\n : transitionFor(\n SHADOW_OFFSET_KEY_SET.has(key)\n ? ('shadowOffset' as keyof typeof baseRecord)\n : key,\n transition,\n )\n if (isExiting) pending++\n const factory = makeKeyCallbackFactory(\n key,\n sharedValues[key],\n targetEndValue(target),\n onAnimationEndRef,\n {\n stepCount: stepCountOf(target),\n totalIterations: totalIterationsOf(cfg),\n },\n isExiting ? onSettle : undefined,\n TRANSFORM_KEY_SET.has(key) ? transformGroup : undefined,\n )\n sharedValues[key].value = resolveAnimatableValue(\n target,\n cfg,\n factory,\n ) as never\n }\n\n // No exit-targeted keys (only `animate` keys present, no `exit`)\n // → release immediately rather than wait for animations that aren't\n // headed toward an exit value.\n if (isExiting && pending === 0) {\n safeToRemoveRef.current?.()\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [baseSig, transitionSig])\n\n // Per-layer progress: when a sub-state activation flips, animate its\n // progress SV 0↔1 with the layer's own transition (or the parent\n // transition / library default, in priority order). On exit we snap every\n // layer to 0 instantly so the unmount-bound base SV isn't fighting a\n // stale layer contribution mid-fade.\n //\n // The `declared` flag short-circuits the effect when the consumer hasn't\n // wired the corresponding sub-state — so a Motion primitive without a\n // `gesture` prop (or with only some sub-states declared) makes zero extra\n // `withSpring` / `withTiming` calls on mount.\n useGestureLayerProgress(\n pressedProgress,\n pressed,\n gesture?.pressed != null,\n 'pressed',\n transition,\n isExiting,\n shouldReduceMotion,\n )\n useGestureLayerProgress(\n focusedProgress,\n focused,\n gesture?.focused != null,\n 'focused',\n transition,\n isExiting,\n shouldReduceMotion,\n )\n useGestureLayerProgress(\n focusVisibleProgress,\n focusVisible,\n gesture?.focusVisible != null,\n 'focusVisible',\n transition,\n isExiting,\n shouldReduceMotion,\n )\n useGestureLayerProgress(\n hoveredProgress,\n hovered,\n gesture?.hovered != null,\n 'hovered',\n transition,\n isExiting,\n shouldReduceMotion,\n )\n\n // Shared-element transition wiring. `useSharedLayout` allocates FLIP\n // shared values (identity at rest), measures via the merged `onLayout`,\n // and on first-mount snaps the FLIP transform to a source rect popped\n // from the registry. The worklet below appends those entries to the\n // transform array so they compose with the user's animate transforms —\n // multiple `translateX` entries sum, multiple `scaleX` entries multiply,\n // which is exactly the FLIP semantic.\n const sharedLayout = useSharedLayout({\n layoutId,\n userRef: ref,\n transition: isTopLevelTransition(transition) ? transition : undefined,\n shouldReduceMotion,\n userOnLayout,\n })\n const flip = sharedLayout.flip\n const hasLayoutId = layoutId !== undefined\n\n const animatedStyle = useAnimatedStyle(() => {\n const activeKeys = activeKeysRef.current!\n const hasTransform = hasTransformRef.current\n const hasShadowOffset = hasShadowOffsetRef.current\n const out: Record<string, unknown> = {}\n const transform: Array<Record<string, unknown>> = []\n // shadow-offset reassembly buffers. The two synthetic axis SVs feed in\n // here and the recomposed `{ width, height }` object lands on `out`\n // after the loop so RN gets a single `shadowOffset` style prop.\n let shadowOffsetW = 0\n let shadowOffsetH = 0\n\n // Read each progress SV exactly once so the chain below sees a coherent\n // snapshot for this frame. Reading them on the UI thread is cheap.\n const ph = hoveredProgress.value\n const pf = focusedProgress.value\n const pfv = focusVisibleProgress.value\n const pp = pressedProgress.value\n\n const layers = gestureSV.value\n // Locals are suffixed `Layer` so they don't shadow the outer `pressed` /\n // `focused` / `focusVisible` / `hovered` JS-state booleans — Reanimated's\n // worklet closure tracker would otherwise pick those up as captured\n // dependencies and re-register the worklet on every activation flip.\n const hoveredLayer = layers ? layers.hovered : null\n const focusedLayer = layers ? layers.focused : null\n const focusVisibleLayer = layers ? layers.focusVisible : null\n const pressedLayer = layers ? layers.pressed : null\n\n for (const key of activeKeys) {\n let v = sharedValues[key].value\n const isColor = COLOR_KEY_SET.has(key)\n\n // Composite gesture layers in priority order (lowest first). Each\n // active layer pulls the value toward its pre-resolved primitive\n // endpoint by `progress`; numeric keys lerp, color keys go through\n // Reanimated's RGBA `interpolateColor`. We skip layers with progress\n // 0 to avoid an `interpolateColor(0, ...)` call that would parse the\n // target color string for no visible effect.\n if (hoveredLayer && ph > 0 && hoveredLayer[key] !== undefined) {\n const t = hoveredLayer[key]\n v = isColor\n ? interpolateColor(ph, [0, 1], [v as string, t as string])\n : (v as number) + ((t as number) - (v as number)) * ph\n }\n if (focusedLayer && pf > 0 && focusedLayer[key] !== undefined) {\n const t = focusedLayer[key]\n v = isColor\n ? interpolateColor(pf, [0, 1], [v as string, t as string])\n : (v as number) + ((t as number) - (v as number)) * pf\n }\n if (\n focusVisibleLayer &&\n pfv > 0 &&\n focusVisibleLayer[key] !== undefined\n ) {\n const t = focusVisibleLayer[key]\n v = isColor\n ? interpolateColor(pfv, [0, 1], [v as string, t as string])\n : (v as number) + ((t as number) - (v as number)) * pfv\n }\n if (pressedLayer && pp > 0 && pressedLayer[key] !== undefined) {\n const t = pressedLayer[key]\n v = isColor\n ? interpolateColor(pp, [0, 1], [v as string, t as string])\n : (v as number) + ((t as number) - (v as number)) * pp\n }\n\n if (TRANSFORM_KEY_SET.has(key)) {\n transform.push(\n ROTATION_KEYS.has(key) ? { [key]: `${v}deg` } : { [key]: v },\n )\n } else if (key === 'shadowOffsetWidth') {\n shadowOffsetW = v as number\n } else if (key === 'shadowOffsetHeight') {\n shadowOffsetH = v as number\n } else {\n out[key] = v\n }\n }\n // Shared-element FLIP transforms append after the user's transform\n // entries so they compose multiplicatively in the same `transform`\n // array — separate style entries with `transform` keys would\n // last-write-wins, which is what we explicitly avoid here. At rest\n // (dx, dy, sx, sy) = (0, 0, 1, 1) so the contribution is a no-op\n // when no shared-element transition is active.\n if (hasLayoutId) {\n transform.push({ translateX: flip.dx.value })\n transform.push({ translateY: flip.dy.value })\n transform.push({ scaleX: flip.sx.value })\n transform.push({ scaleY: flip.sy.value })\n }\n if (hasTransform || hasLayoutId) out.transform = transform\n if (hasShadowOffset) {\n out.shadowOffset = { width: shadowOffsetW, height: shadowOffsetH }\n }\n return out\n })\n\n // Exiting children are tap-deaf: the next press should fall through to\n // whatever is underneath, not re-trigger a soon-to-unmount node. This is\n // the moti #297 fix and a v0.1 acceptance criterion. RN 0.71+ deprecates\n // `pointerEvents` as a prop in favor of the style key, so we merge it\n // alongside the animated style instead of spreading as a prop.\n const mergedStyle = useMemo(\n () =>\n (isExiting\n ? [style, animatedStyle, EXITING_POINTER_EVENTS_STYLE]\n : [style, animatedStyle]) as unknown,\n [style, animatedStyle, isExiting],\n )\n\n const gestureHandlers = useGestureHandlers(\n gesture,\n rest as Record<string, unknown>,\n setPressed,\n setFocused,\n setFocusVisible,\n setHovered,\n )\n\n // Resolve the `layout` prop into a Reanimated `LinearTransition` builder.\n // Memoized on the value's stable signature so a fresh `layout={true}` or\n // `layout={{ ... }}` literal each render doesn't rebuild the builder. When\n // reduced motion is active we pass `undefined` — see `resolveLayout` for\n // why we don't pass a duration-0 builder instead.\n const layoutSig = stableSig(layout)\n const layoutTransition = useMemo(\n () => (shouldReduceMotion ? undefined : resolveLayoutTransition(layout)),\n // eslint-disable-next-line react-hooks/exhaustive-deps\n [layoutSig, shouldReduceMotion],\n )\n\n return (\n <AnimatedComponent\n ref={sharedLayout.setRef as never}\n {...(rest as object)}\n {...gestureHandlers}\n onLayout={sharedLayout.onLayout}\n layout={layoutTransition}\n style={mergedStyle}\n />\n )\n })\n\n Motion.displayName = `Motion(${Component.displayName ?? Component.name ?? 'Component'})`\n\n return Motion as unknown as MotionComponent<C>\n}\n\ntype SharedValueMap = Record<AnimatableKey, SharedValue<number | string>>\n\n/**\n * Allocate one shared value per animatable key in `ALL_KEYS` and return a\n * **stable** map — same object reference across every render.\n *\n * Stability matters: `useAnimatedStyle` derives its dep array from\n * `Object.values(updater.__closure)`. Our worklet captures `sharedValues`,\n * so a fresh object literal each render would change that dep, fire\n * Reanimated's effect, and re-bind the worklet on the UI thread on every\n * render — the exact cost design principle 8 calls out. The shared values themselves\n * are stable across renders (Reanimated's `useSharedValue` is a `useRef`\n * under the hood), so snapshotting the wrapping object once is safe.\n *\n * Hooks are called in a stable, lexical order — fine for rules-of-hooks.\n * Unused shared values are cheap; the worklet skips them via\n * `activeKeysRef`. Color keys are seeded with the initial color string so\n * Reanimated's value setter recognizes the slot as a color from the first\n * `withSpring` / `withTiming` call.\n */\nfunction useAnimatableSharedValues(\n init: (key: AnimatableKey) => number | string,\n): SharedValueMap {\n const translateX = useSharedValue<number | string>(init('translateX'))\n const translateY = useSharedValue<number | string>(init('translateY'))\n const scale = useSharedValue<number | string>(init('scale'))\n const scaleX = useSharedValue<number | string>(init('scaleX'))\n const scaleY = useSharedValue<number | string>(init('scaleY'))\n const rotate = useSharedValue<number | string>(init('rotate'))\n const rotateX = useSharedValue<number | string>(init('rotateX'))\n const rotateY = useSharedValue<number | string>(init('rotateY'))\n const opacity = useSharedValue<number | string>(init('opacity'))\n const width = useSharedValue<number | string>(init('width'))\n const height = useSharedValue<number | string>(init('height'))\n const borderRadius = useSharedValue<number | string>(init('borderRadius'))\n const shadowOpacity = useSharedValue<number | string>(init('shadowOpacity'))\n const shadowRadius = useSharedValue<number | string>(init('shadowRadius'))\n const elevation = useSharedValue<number | string>(init('elevation'))\n const backgroundColor = useSharedValue<number | string>(\n init('backgroundColor'),\n )\n const borderColor = useSharedValue<number | string>(init('borderColor'))\n const color = useSharedValue<number | string>(init('color'))\n const tintColor = useSharedValue<number | string>(init('tintColor'))\n const shadowColor = useSharedValue<number | string>(init('shadowColor'))\n const shadowOffsetWidth = useSharedValue<number | string>(\n init('shadowOffsetWidth'),\n )\n const shadowOffsetHeight = useSharedValue<number | string>(\n init('shadowOffsetHeight'),\n )\n\n const ref = useRef<SharedValueMap | null>(null)\n if (ref.current === null) {\n ref.current = {\n translateX,\n translateY,\n scale,\n scaleX,\n scaleY,\n rotate,\n rotateX,\n rotateY,\n opacity,\n width,\n height,\n borderRadius,\n shadowOpacity,\n shadowRadius,\n elevation,\n backgroundColor,\n borderColor,\n color,\n tintColor,\n shadowColor,\n shadowOffsetWidth,\n shadowOffsetHeight,\n }\n }\n return ref.current\n}\n\n/**\n * Build a per-key `CallbackFactory` for the resolver. Each step in a sequence\n * (or the single animation, when `value` isn't an array) gets its own\n * Reanimated callback; when it settles on the UI thread, the callback bridges\n * to JS via `runOnJS` and invokes the user's `onAnimationEnd` with a fully\n * populated `AnimationCallbackInfo`.\n *\n * Phase resolution lives here, on the JS thread. The resolver hands us a\n * coarse rawPhase (`'step'` for any sequence step, `'animation'` for a\n * single-shot terminal); we map that onto the public phase set\n * (`'step' | 'sequence' | 'repeat' | 'animation'`) using `meta` and the\n * iteration counter. `iteration` resets per effect run because the factory\n * is constructed fresh inside the effect.\n */\nfunction makeKeyCallbackFactory(\n key: string,\n sharedValue: SharedValue<number | string>,\n target: number | string | undefined,\n onAnimationEndRef: {\n current: ((info: AnimationCallbackInfo<unknown>) => void) | undefined\n },\n meta: { stepCount: number; totalIterations: number },\n onSettle?: () => void,\n transformGroup?: TransformGroup,\n) {\n if (!onAnimationEndRef.current && !onSettle) return undefined\n\n // Shared across this animation graph's callbacks (one per sequence step,\n // or one for a single-shot). Mutated when a full pass completes.\n const state = { iteration: 0 }\n\n const isTransformKey = TRANSFORM_KEY_SET.has(key as AnimatableKey)\n\n const dispatch = (\n rawPhase: 'step' | 'animation',\n step: number | undefined,\n finished: boolean,\n value: number | string | undefined,\n ) => {\n const isLastIteration = state.iteration >= meta.totalIterations - 1\n let phase: 'step' | 'sequence' | 'repeat' | 'animation'\n let isTerminal = false\n\n if (rawPhase === 'step') {\n const isLastInPass = step !== undefined && step === meta.stepCount - 1\n if (!isLastInPass) {\n phase = 'step'\n } else if (isLastIteration) {\n phase = 'animation'\n isTerminal = true\n } else {\n phase = 'sequence'\n }\n } else if (isLastIteration) {\n phase = 'animation'\n isTerminal = true\n } else {\n phase = 'repeat'\n }\n\n const reportedIteration = state.iteration\n if (phase === 'sequence' || phase === 'repeat') state.iteration++\n\n const fn = onAnimationEndRef.current\n if (fn) {\n // Transform-group coalescing: a multi-axis translate / scale /\n // rotate animation should fire onAnimationEnd ONCE for the logical\n // transform, not once per axis. We only coalesce the terminal\n // `'animation'` phase — `step`/`sequence`/`repeat` events fire\n // per-axis since each is its own logical event. Released per-axis\n // for a single-axis case too, with `key: 'transform'` for\n // consistency.\n if (isTransformKey && transformGroup && phase === 'animation') {\n transformGroup.remaining--\n if (transformGroup.remaining <= 0) {\n fn({\n key: 'transform' as never,\n finished,\n value,\n target,\n phase,\n step,\n iteration: reportedIteration,\n })\n }\n } else {\n fn({\n key: key as never,\n finished,\n value,\n target,\n phase,\n step,\n iteration: reportedIteration,\n })\n }\n }\n // Settle hooks fire per-axis on the terminal phase — <Presence> waits\n // for *every* exiting property to settle before unmounting, so we\n // intentionally do not coalesce these (the transform-group coalesce\n // is purely a user-callback ergonomic).\n if (onSettle && isTerminal) onSettle()\n }\n\n return (rawPhase: 'step' | 'animation', step: number | undefined) => {\n // Reanimated invokes the callback with only `finished` (see\n // valueSetter.js:24,40,51 in 4.x) — `current` is never passed. Read the\n // shared value inside the worklet; by the time the callback fires the\n // final/clamped value has already been written to it.\n const cb = (finished?: boolean) => {\n 'worklet'\n runOnJS(dispatch)(rawPhase, step, !!finished, sharedValue.value)\n }\n return cb\n }\n}\n\n/**\n * Internal shape of the `animate` / `exit` record after the cast, widened to\n * include the `shadowOffset: { width, height }` nested-object source. The\n * nested object decomposes into the `shadowOffsetWidth` / `shadowOffsetHeight`\n * synthetic axes downstream; consumers don't see the synthetics.\n *\n * v0.1 contract: `shadowOffset` accepts a single `{ width, height }` literal\n * (no sequences, no `{ to }` step objects, no array keyframes). Sequence\n * forms on the nested axes can land in v0.2 if real consumers ask for them.\n */\ntype InternalAnimateRecord = Partial<\n Record<AnimatableKey, AnimatableValue<number | string>>\n> & {\n shadowOffset?: { width?: number; height?: number }\n}\n\ntype InternalInitialRecord = Partial<Record<AnimatableKey, number | string>> & {\n shadowOffset?: { width?: number; height?: number }\n}\n\n/**\n * Resolve a `shadowOffsetWidth` / `shadowOffsetHeight` synthetic key to the\n * axis it represents on the nested-object source.\n */\nfunction shadowOffsetAxisFor(key: ShadowOffsetKey): 'width' | 'height' {\n return key === 'shadowOffsetWidth' ? 'width' : 'height'\n}\n\n/**\n * Read a single axis off a `shadowOffset: { width, height }` source. Returns\n * `undefined` when the source is absent or the axis isn't set, so callers can\n * fall back to the next source in the precedence chain.\n */\nfunction shadowOffsetAxisValue(\n source: { width?: number; height?: number } | undefined,\n axis: 'width' | 'height',\n): number | undefined {\n return source?.[axis]\n}\n\n/**\n * Populate `touched` with the `AnimatableKey`s mentioned in `record`. Direct\n * matches (e.g. `opacity`, `width`) come from the key iteration; the nested\n * `shadowOffset` source decomposes into the two `shadowOffset*` synthetics.\n */\nfunction collectTouchedKeys(\n touched: Set<AnimatableKey>,\n record: Record<string, unknown>,\n): void {\n for (const k of ALL_KEYS) {\n if (k in record) touched.add(k)\n }\n if ('shadowOffset' in record && record.shadowOffset) {\n const so = record.shadowOffset as { width?: unknown; height?: unknown }\n if (so.width !== undefined) touched.add('shadowOffsetWidth')\n if (so.height !== undefined) touched.add('shadowOffsetHeight')\n }\n}\n\n/**\n * Number of sequence steps in an animatable value. `1` for plain values and\n * single-step `{ to }` objects; the array length for keyframe arrays.\n */\nfunction stepCountOf(v: AnimatableValue<number | string> | undefined): number {\n if (Array.isArray(v)) return v.length\n return 1\n}\n\n/**\n * Total number of iterations the animation will run, including the initial\n * pass. `1` when there is no `repeat`; `Number.POSITIVE_INFINITY` for\n * `'infinite'`. Decay and `no-animation` configs cannot repeat — both return\n * `1` so the iteration counter stays at 0.\n */\nfunction totalIterationsOf(cfg: TransitionConfig | undefined): number {\n if (!cfg || cfg.type === 'no-animation' || cfg.type === 'decay') return 1\n const r = cfg.repeat\n if (r === undefined) return 1\n if (r === 'infinite') return Number.POSITIVE_INFINITY\n if (typeof r === 'number') return r\n if (r.count === 'infinite') return Number.POSITIVE_INFINITY\n return r.count\n}\n\n/**\n * Pull a single end-value out of an `AnimatableValue` for the\n * `AnimationCallbackInfo.target` field. Plain numbers/strings come through;\n * the last sequence step's `to`/value is used for arrays; `{ to }` step\n * objects use `to`. Returns `undefined` for unrecognized shapes.\n */\nfunction targetEndValue(\n v: AnimatableValue<number | string> | undefined,\n): number | string | undefined {\n if (v === undefined) return undefined\n if (typeof v === 'number' || typeof v === 'string') return v\n if (Array.isArray(v)) {\n return v.length > 0\n ? targetEndValue(v[v.length - 1] as AnimatableValue<number | string>)\n : undefined\n }\n if (typeof v === 'object' && v !== null && 'to' in v) {\n const to = (v as { to: unknown }).to\n return typeof to === 'number' || typeof to === 'string' ? to : undefined\n }\n return undefined\n}\n\n/**\n * Subscribe to a `VariantController` and return its `current` key. Returns\n * `undefined` when no controller is provided so callers can fall back to a\n * literal `animate` value.\n */\nfunction useControllerKey(\n controller: VariantController | undefined,\n): string | undefined {\n const [, setTick] = useState(0)\n useEffect(() => {\n if (!controller) return\n const unsub = controller.subscribe(() => setTick((n) => n + 1))\n return unsub\n }, [controller])\n return controller?.current\n}\n\n/**\n * Resolve the effective `animate` target from the public-prop tuple.\n *\n * Precedence: `controller.current` (when controller is set) > string-keyed\n * `animate` looked up in `variants` > literal `animate` object > `undefined`.\n */\nfunction resolveAnimateInput(\n animate: AnimateStyle<unknown> | string | undefined,\n variants: VariantsMap<unknown> | undefined,\n controllerKey: string | undefined,\n): AnimateStyle<unknown> | undefined {\n if (controllerKey !== undefined && variants && controllerKey in variants) {\n return variants[controllerKey]\n }\n if (typeof animate === 'string') {\n if (variants && animate in variants) return variants[animate]\n if (__DEV__) {\n console.warn(\n `[inertia] animate=\"${animate}\" but no matching variant. Did you forget to pass \\`variants\\`?`,\n )\n }\n return undefined\n }\n return animate as AnimateStyle<unknown> | undefined\n}\n\ndeclare const __DEV__: boolean\n\n/**\n * Pick the resting/initial-frame value out of an `AnimatableValue`. Plain\n * numbers and color strings come through unchanged; sequence arrays use their\n * first element; `{ to }` step objects use `to`. Unresolvable shapes return\n * `undefined` so the caller can fall back to `DEFAULT_RESTING`.\n */\nfunction restValue(\n v: AnimatableValue<number | string> | undefined,\n): number | string | undefined {\n if (v === undefined) return undefined\n if (typeof v === 'number' || typeof v === 'string') return v\n if (Array.isArray(v)) {\n return v.length > 0\n ? restValue(v[0] as AnimatableValue<number | string>)\n : undefined\n }\n if (typeof v === 'object' && v !== null && 'to' in v) {\n const to = (v as { to: unknown }).to\n return typeof to === 'number' || typeof to === 'string' ? to : undefined\n }\n return undefined\n}\n\n/**\n * Per-layer resolved targets: each declared gesture sub-state collapses to a\n * map of primitive endpoints (numbers or color strings), already passed\n * through `targetEndValue` so the worklet can use them directly without\n * inspecting `AnimatableValue` shapes on the UI thread.\n */\ntype ResolvedGestureLayers = {\n pressed?: Record<string, number | string>\n focused?: Record<string, number | string>\n focusVisible?: Record<string, number | string>\n hovered?: Record<string, number | string>\n}\n\nfunction resolveGestureLayers(\n gesture: GestureSubStates<unknown> | undefined,\n): ResolvedGestureLayers | null {\n if (!gesture) return null\n const out: ResolvedGestureLayers = {}\n for (const layer of GESTURE_LAYER_NAMES) {\n const subState = gesture[layer]\n if (!subState) continue\n const resolved: Record<string, number | string> = {}\n for (const key of ALL_KEYS) {\n // Shadow offset synthetics decompose from the nested `shadowOffset:\n // { width, height }` source on the sub-state, the same as on `animate`.\n if (SHADOW_OFFSET_KEY_SET.has(key)) {\n const axis = shadowOffsetAxisFor(key as ShadowOffsetKey)\n const so = (\n subState as { shadowOffset?: { width?: number; height?: number } }\n ).shadowOffset\n const v = shadowOffsetAxisValue(so, axis)\n if (v !== undefined) resolved[key] = v\n continue\n }\n const raw = (subState as Record<string, unknown>)[key]\n if (raw === undefined) continue\n const t = targetEndValue(raw as AnimatableValue<number | string>)\n if (t !== undefined) resolved[key] = t\n }\n out[layer] = resolved\n }\n return out\n}\n\n/**\n * Drive a single gesture layer's progress shared value 0↔1 with its own\n * transition. Resolution priority for the layer config:\n * `transition.<layerName>` → top-level `transition` → library default spring.\n * On exit, snap to 0 instantly so the unmount-bound base SV finishes its exit\n * animation without a stale layer pulling the value off-target.\n *\n * The hook is invoked unconditionally (one call per layer) so hook order\n * stays stable even when `gesture` adds or removes sub-states across renders.\n */\nfunction useGestureLayerProgress<S>(\n progress: SharedValue<number>,\n active: boolean,\n declared: boolean,\n layer: GestureLayerName,\n transition: Transition<S> | undefined,\n isExiting: boolean,\n shouldReduceMotion: boolean,\n): void {\n const layerCfgSig = stableSig(gestureLayerTransitionFor(layer, transition))\n useEffect(() => {\n if (!declared) return\n if (isExiting) {\n progress.value = 0\n return\n }\n const target = active ? 1 : 0\n const cfg = shouldReduceMotion\n ? ({ type: 'no-animation' } as const)\n : (gestureLayerTransitionFor(layer, transition) ??\n ({ type: 'spring' } as const))\n progress.value = resolveTransition(cfg, target) as never\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [active, declared, isExiting, shouldReduceMotion, layerCfgSig])\n}\n\ntype GestureHandlers = Record<string, (event: unknown) => void>\n\n/**\n * Build the touch / focus / hover handler props for a gesture-enabled Motion\n * primitive. Returns an empty object when `gesture` is undefined so the\n * component renders identically to the gesture-less path (zero overhead).\n *\n * Existing user-supplied handlers on the same events are composed: the user's\n * handler runs first, then the internal state setter. We pull user handlers\n * out of `rest` rather than overwriting them.\n */\nfunction useGestureHandlers(\n gesture: GestureSubStates<unknown> | undefined,\n rest: Record<string, unknown>,\n setPressed: (next: boolean) => void,\n setFocused: (next: boolean) => void,\n setFocusVisible: (next: boolean) => void,\n setHovered: (next: boolean) => void,\n): GestureHandlers {\n // Deps key on declared-ness, not object identity — a fresh `gesture={...}`\n // literal each render must not rebuild handlers if the same sub-states are\n // declared.\n const hasPressed = gesture?.pressed ? 1 : 0\n const hasFocused = gesture?.focused ? 1 : 0\n const hasFocusVisible = gesture?.focusVisible ? 1 : 0\n const hasHovered = gesture?.hovered ? 1 : 0\n return useMemo(() => {\n if (!gesture) return {}\n const handlers: GestureHandlers = {}\n if (gesture.pressed) {\n handlers.onTouchStart = compose(rest.onTouchStart, () => setPressed(true))\n handlers.onTouchEnd = compose(rest.onTouchEnd, () => setPressed(false))\n handlers.onTouchCancel = compose(rest.onTouchCancel, () =>\n setPressed(false),\n )\n // Pressable / TouchableOpacity expose press hooks above the touch layer;\n // forward to those when present so wrapping consumers stay consistent.\n handlers.onPressIn = compose(rest.onPressIn, () => setPressed(true))\n handlers.onPressOut = compose(rest.onPressOut, () => setPressed(false))\n }\n // Mount onFocus/onBlur if either focus sub-state is declared. The two flags\n // are independent: `focused` always tracks focus; `focusVisible` only\n // engages when the most recent input was keyboard (W3C `:focus-visible`\n // semantics). On native the modality is always `'keyboard'`, so the two\n // flags move together.\n if (gesture.focused || gesture.focusVisible) {\n handlers.onFocus = compose(rest.onFocus, () => {\n if (gesture.focused) setFocused(true)\n if (gesture.focusVisible && isFocusVisible()) setFocusVisible(true)\n })\n handlers.onBlur = compose(rest.onBlur, () => {\n if (gesture.focused) setFocused(false)\n if (gesture.focusVisible) setFocusVisible(false)\n })\n }\n if (gesture.hovered) {\n // Web-only events. RN-Web 0.72+ accepts these on View; native ignores\n // them so the cost is zero on iOS / Android.\n handlers.onMouseEnter = compose(rest.onMouseEnter, () => setHovered(true))\n handlers.onMouseLeave = compose(rest.onMouseLeave, () =>\n setHovered(false),\n )\n }\n return handlers\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [\n hasPressed,\n hasFocused,\n hasFocusVisible,\n hasHovered,\n rest.onTouchStart,\n rest.onTouchEnd,\n rest.onTouchCancel,\n rest.onPressIn,\n rest.onPressOut,\n rest.onFocus,\n rest.onBlur,\n rest.onMouseEnter,\n rest.onMouseLeave,\n ])\n}\n\nfunction compose(\n user: unknown,\n ours: (event: unknown) => void,\n): (event: unknown) => void {\n if (typeof user !== 'function') return ours\n return (event: unknown) => {\n ;(user as (event: unknown) => void)(event)\n ours(event)\n }\n}\n\n// Suppress the implicit any-return of the rotate ternary's union shape.\n// `TransformKey` is exported only to keep the type readable in d.ts.\nexport type { TransformKey }\n","import { View } from 'react-native'\nimport { createMotionComponent } from './createMotionComponent'\n\n/**\n * Animatable `View`. Inherits `View`'s prop surface, with `animate` /\n * `initial` / `exit` / `transition` typed against `ViewStyle`.\n */\nexport const MotionView = createMotionComponent(View)\n"]}