@performant-software/core-data 2.1.2 → 2.1.3-beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1559) hide show
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- {"version":3,"file":"index.cjs161.js","sources":["../../../node_modules/redux/es/redux.js"],"sourcesContent":["import _objectSpread from '@babel/runtime/helpers/esm/objectSpread2';\n\n/**\n * Adapted from React: https://github.com/facebook/react/blob/master/packages/shared/formatProdErrorMessage.js\n *\n * Do not require this module directly! Use normal throw error calls. These messages will be replaced with error codes\n * during build.\n * @param {number} code\n */\nfunction formatProdErrorMessage(code) {\n return \"Minified Redux error #\" + code + \"; visit https://redux.js.org/Errors?code=\" + code + \" for the full message or \" + 'use the non-minified dev environment for full errors. ';\n}\n\n// Inlined version of the `symbol-observable` polyfill\nvar $$observable = (function () {\n return typeof Symbol === 'function' && Symbol.observable || '@@observable';\n})();\n\n/**\n * These are private action types reserved by Redux.\n * For any unknown actions, you must return the current state.\n * If the current state is undefined, you must return the initial state.\n * Do not reference these action types directly in your code.\n */\nvar randomString = function randomString() {\n return Math.random().toString(36).substring(7).split('').join('.');\n};\n\nvar ActionTypes = {\n INIT: \"@@redux/INIT\" + randomString(),\n REPLACE: \"@@redux/REPLACE\" + randomString(),\n PROBE_UNKNOWN_ACTION: function PROBE_UNKNOWN_ACTION() {\n return \"@@redux/PROBE_UNKNOWN_ACTION\" + randomString();\n }\n};\n\n/**\n * @param {any} obj The object to inspect.\n * @returns {boolean} True if the argument appears to be a plain object.\n */\nfunction isPlainObject(obj) {\n if (typeof obj !== 'object' || obj === null) return false;\n var proto = obj;\n\n while (Object.getPrototypeOf(proto) !== null) {\n proto = Object.getPrototypeOf(proto);\n }\n\n return Object.getPrototypeOf(obj) === proto;\n}\n\n// Inlined / shortened version of `kindOf` from https://github.com/jonschlinkert/kind-of\nfunction miniKindOf(val) {\n if (val === void 0) return 'undefined';\n if (val === null) return 'null';\n var type = typeof val;\n\n switch (type) {\n case 'boolean':\n case 'string':\n case 'number':\n case 'symbol':\n case 'function':\n {\n return type;\n }\n }\n\n if (Array.isArray(val)) return 'array';\n if (isDate(val)) return 'date';\n if (isError(val)) return 'error';\n var constructorName = ctorName(val);\n\n switch (constructorName) {\n case 'Symbol':\n case 'Promise':\n case 'WeakMap':\n case 'WeakSet':\n case 'Map':\n case 'Set':\n return constructorName;\n } // other\n\n\n return type.slice(8, -1).toLowerCase().replace(/\\s/g, '');\n}\n\nfunction ctorName(val) {\n return typeof val.constructor === 'function' ? val.constructor.name : null;\n}\n\nfunction isError(val) {\n return val instanceof Error || typeof val.message === 'string' && val.constructor && typeof val.constructor.stackTraceLimit === 'number';\n}\n\nfunction isDate(val) {\n if (val instanceof Date) return true;\n return typeof val.toDateString === 'function' && typeof val.getDate === 'function' && typeof val.setDate === 'function';\n}\n\nfunction kindOf(val) {\n var typeOfVal = typeof val;\n\n if (process.env.NODE_ENV !== 'production') {\n typeOfVal = miniKindOf(val);\n }\n\n return typeOfVal;\n}\n\n/**\n * @deprecated\n *\n * **We recommend using the `configureStore` method\n * of the `@reduxjs/toolkit` package**, which replaces `createStore`.\n *\n * Redux Toolkit is our recommended approach for writing Redux logic today,\n * including store setup, reducers, data fetching, and more.\n *\n * **For more details, please read this Redux docs page:**\n * **https://redux.js.org/introduction/why-rtk-is-redux-today**\n *\n * `configureStore` from Redux Toolkit is an improved version of `createStore` that\n * simplifies setup and helps avoid common bugs.\n *\n * You should not be using the `redux` core package by itself today, except for learning purposes.\n * The `createStore` method from the core `redux` package will not be removed, but we encourage\n * all users to migrate to using Redux Toolkit for all Redux code.\n *\n * If you want to use `createStore` without this visual deprecation warning, use\n * the `legacy_createStore` import instead:\n *\n * `import { legacy_createStore as createStore} from 'redux'`\n *\n */\n\nfunction createStore(reducer, preloadedState, enhancer) {\n var _ref2;\n\n if (typeof preloadedState === 'function' && typeof enhancer === 'function' || typeof enhancer === 'function' && typeof arguments[3] === 'function') {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(0) : 'It looks like you are passing several store enhancers to ' + 'createStore(). This is not supported. Instead, compose them ' + 'together to a single function. See https://redux.js.org/tutorials/fundamentals/part-4-store#creating-a-store-with-enhancers for an example.');\n }\n\n if (typeof preloadedState === 'function' && typeof enhancer === 'undefined') {\n enhancer = preloadedState;\n preloadedState = undefined;\n }\n\n if (typeof enhancer !== 'undefined') {\n if (typeof enhancer !== 'function') {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(1) : \"Expected the enhancer to be a function. Instead, received: '\" + kindOf(enhancer) + \"'\");\n }\n\n return enhancer(createStore)(reducer, preloadedState);\n }\n\n if (typeof reducer !== 'function') {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(2) : \"Expected the root reducer to be a function. Instead, received: '\" + kindOf(reducer) + \"'\");\n }\n\n var currentReducer = reducer;\n var currentState = preloadedState;\n var currentListeners = [];\n var nextListeners = currentListeners;\n var isDispatching = false;\n /**\n * This makes a shallow copy of currentListeners so we can use\n * nextListeners as a temporary list while dispatching.\n *\n * This prevents any bugs around consumers calling\n * subscribe/unsubscribe in the middle of a dispatch.\n */\n\n function ensureCanMutateNextListeners() {\n if (nextListeners === currentListeners) {\n nextListeners = currentListeners.slice();\n }\n }\n /**\n * Reads the state tree managed by the store.\n *\n * @returns {any} The current state tree of your application.\n */\n\n\n function getState() {\n if (isDispatching) {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(3) : 'You may not call store.getState() while the reducer is executing. ' + 'The reducer has already received the state as an argument. ' + 'Pass it down from the top reducer instead of reading it from the store.');\n }\n\n return currentState;\n }\n /**\n * Adds a change listener. It will be called any time an action is dispatched,\n * and some part of the state tree may potentially have changed. You may then\n * call `getState()` to read the current state tree inside the callback.\n *\n * You may call `dispatch()` from a change listener, with the following\n * caveats:\n *\n * 1. The subscriptions are snapshotted just before every `dispatch()` call.\n * If you subscribe or unsubscribe while the listeners are being invoked, this\n * will not have any effect on the `dispatch()` that is currently in progress.\n * However, the next `dispatch()` call, whether nested or not, will use a more\n * recent snapshot of the subscription list.\n *\n * 2. The listener should not expect to see all state changes, as the state\n * might have been updated multiple times during a nested `dispatch()` before\n * the listener is called. It is, however, guaranteed that all subscribers\n * registered before the `dispatch()` started will be called with the latest\n * state by the time it exits.\n *\n * @param {Function} listener A callback to be invoked on every dispatch.\n * @returns {Function} A function to remove this change listener.\n */\n\n\n function subscribe(listener) {\n if (typeof listener !== 'function') {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(4) : \"Expected the listener to be a function. Instead, received: '\" + kindOf(listener) + \"'\");\n }\n\n if (isDispatching) {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(5) : 'You may not call store.subscribe() while the reducer is executing. ' + 'If you would like to be notified after the store has been updated, subscribe from a ' + 'component and invoke store.getState() in the callback to access the latest state. ' + 'See https://redux.js.org/api/store#subscribelistener for more details.');\n }\n\n var isSubscribed = true;\n ensureCanMutateNextListeners();\n nextListeners.push(listener);\n return function unsubscribe() {\n if (!isSubscribed) {\n return;\n }\n\n if (isDispatching) {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(6) : 'You may not unsubscribe from a store listener while the reducer is executing. ' + 'See https://redux.js.org/api/store#subscribelistener for more details.');\n }\n\n isSubscribed = false;\n ensureCanMutateNextListeners();\n var index = nextListeners.indexOf(listener);\n nextListeners.splice(index, 1);\n currentListeners = null;\n };\n }\n /**\n * Dispatches an action. It is the only way to trigger a state change.\n *\n * The `reducer` function, used to create the store, will be called with the\n * current state tree and the given `action`. Its return value will\n * be considered the **next** state of the tree, and the change listeners\n * will be notified.\n *\n * The base implementation only supports plain object actions. If you want to\n * dispatch a Promise, an Observable, a thunk, or something else, you need to\n * wrap your store creating function into the corresponding middleware. For\n * example, see the documentation for the `redux-thunk` package. Even the\n * middleware will eventually dispatch plain object actions using this method.\n *\n * @param {Object} action A plain object representing “what changed”. It is\n * a good idea to keep actions serializable so you can record and replay user\n * sessions, or use the time travelling `redux-devtools`. An action must have\n * a `type` property which may not be `undefined`. It is a good idea to use\n * string constants for action types.\n *\n * @returns {Object} For convenience, the same action object you dispatched.\n *\n * Note that, if you use a custom middleware, it may wrap `dispatch()` to\n * return something else (for example, a Promise you can await).\n */\n\n\n function dispatch(action) {\n if (!isPlainObject(action)) {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(7) : \"Actions must be plain objects. Instead, the actual type was: '\" + kindOf(action) + \"'. You may need to add middleware to your store setup to handle dispatching other values, such as 'redux-thunk' to handle dispatching functions. See https://redux.js.org/tutorials/fundamentals/part-4-store#middleware and https://redux.js.org/tutorials/fundamentals/part-6-async-logic#using-the-redux-thunk-middleware for examples.\");\n }\n\n if (typeof action.type === 'undefined') {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(8) : 'Actions may not have an undefined \"type\" property. You may have misspelled an action type string constant.');\n }\n\n if (isDispatching) {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(9) : 'Reducers may not dispatch actions.');\n }\n\n try {\n isDispatching = true;\n currentState = currentReducer(currentState, action);\n } finally {\n isDispatching = false;\n }\n\n var listeners = currentListeners = nextListeners;\n\n for (var i = 0; i < listeners.length; i++) {\n var listener = listeners[i];\n listener();\n }\n\n return action;\n }\n /**\n * Replaces the reducer currently used by the store to calculate the state.\n *\n * You might need this if your app implements code splitting and you want to\n * load some of the reducers dynamically. You might also need this if you\n * implement a hot reloading mechanism for Redux.\n *\n * @param {Function} nextReducer The reducer for the store to use instead.\n * @returns {void}\n */\n\n\n function replaceReducer(nextReducer) {\n if (typeof nextReducer !== 'function') {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(10) : \"Expected the nextReducer to be a function. Instead, received: '\" + kindOf(nextReducer));\n }\n\n currentReducer = nextReducer; // This action has a similiar effect to ActionTypes.INIT.\n // Any reducers that existed in both the new and old rootReducer\n // will receive the previous state. This effectively populates\n // the new state tree with any relevant data from the old one.\n\n dispatch({\n type: ActionTypes.REPLACE\n });\n }\n /**\n * Interoperability point for observable/reactive libraries.\n * @returns {observable} A minimal observable of state changes.\n * For more information, see the observable proposal:\n * https://github.com/tc39/proposal-observable\n */\n\n\n function observable() {\n var _ref;\n\n var outerSubscribe = subscribe;\n return _ref = {\n /**\n * The minimal observable subscription method.\n * @param {Object} observer Any object that can be used as an observer.\n * The observer object should have a `next` method.\n * @returns {subscription} An object with an `unsubscribe` method that can\n * be used to unsubscribe the observable from the store, and prevent further\n * emission of values from the observable.\n */\n subscribe: function subscribe(observer) {\n if (typeof observer !== 'object' || observer === null) {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(11) : \"Expected the observer to be an object. Instead, received: '\" + kindOf(observer) + \"'\");\n }\n\n function observeState() {\n if (observer.next) {\n observer.next(getState());\n }\n }\n\n observeState();\n var unsubscribe = outerSubscribe(observeState);\n return {\n unsubscribe: unsubscribe\n };\n }\n }, _ref[$$observable] = function () {\n return this;\n }, _ref;\n } // When a store is created, an \"INIT\" action is dispatched so that every\n // reducer returns their initial state. This effectively populates\n // the initial state tree.\n\n\n dispatch({\n type: ActionTypes.INIT\n });\n return _ref2 = {\n dispatch: dispatch,\n subscribe: subscribe,\n getState: getState,\n replaceReducer: replaceReducer\n }, _ref2[$$observable] = observable, _ref2;\n}\n/**\n * Creates a Redux store that holds the state tree.\n *\n * **We recommend using `configureStore` from the\n * `@reduxjs/toolkit` package**, which replaces `createStore`:\n * **https://redux.js.org/introduction/why-rtk-is-redux-today**\n *\n * The only way to change the data in the store is to call `dispatch()` on it.\n *\n * There should only be a single store in your app. To specify how different\n * parts of the state tree respond to actions, you may combine several reducers\n * into a single reducer function by using `combineReducers`.\n *\n * @param {Function} reducer A function that returns the next state tree, given\n * the current state tree and the action to handle.\n *\n * @param {any} [preloadedState] The initial state. You may optionally specify it\n * to hydrate the state from the server in universal apps, or to restore a\n * previously serialized user session.\n * If you use `combineReducers` to produce the root reducer function, this must be\n * an object with the same shape as `combineReducers` keys.\n *\n * @param {Function} [enhancer] The store enhancer. You may optionally specify it\n * to enhance the store with third-party capabilities such as middleware,\n * time travel, persistence, etc. The only store enhancer that ships with Redux\n * is `applyMiddleware()`.\n *\n * @returns {Store} A Redux store that lets you read the state, dispatch actions\n * and subscribe to changes.\n */\n\nvar legacy_createStore = createStore;\n\n/**\n * Prints a warning in the console if it exists.\n *\n * @param {String} message The warning message.\n * @returns {void}\n */\nfunction warning(message) {\n /* eslint-disable no-console */\n if (typeof console !== 'undefined' && typeof console.error === 'function') {\n console.error(message);\n }\n /* eslint-enable no-console */\n\n\n try {\n // This error was thrown as a convenience so that if you enable\n // \"break on all exceptions\" in your console,\n // it would pause the execution at this line.\n throw new Error(message);\n } catch (e) {} // eslint-disable-line no-empty\n\n}\n\nfunction getUnexpectedStateShapeWarningMessage(inputState, reducers, action, unexpectedKeyCache) {\n var reducerKeys = Object.keys(reducers);\n var argumentName = action && action.type === ActionTypes.INIT ? 'preloadedState argument passed to createStore' : 'previous state received by the reducer';\n\n if (reducerKeys.length === 0) {\n return 'Store does not have a valid reducer. Make sure the argument passed ' + 'to combineReducers is an object whose values are reducers.';\n }\n\n if (!isPlainObject(inputState)) {\n return \"The \" + argumentName + \" has unexpected type of \\\"\" + kindOf(inputState) + \"\\\". Expected argument to be an object with the following \" + (\"keys: \\\"\" + reducerKeys.join('\", \"') + \"\\\"\");\n }\n\n var unexpectedKeys = Object.keys(inputState).filter(function (key) {\n return !reducers.hasOwnProperty(key) && !unexpectedKeyCache[key];\n });\n unexpectedKeys.forEach(function (key) {\n unexpectedKeyCache[key] = true;\n });\n if (action && action.type === ActionTypes.REPLACE) return;\n\n if (unexpectedKeys.length > 0) {\n return \"Unexpected \" + (unexpectedKeys.length > 1 ? 'keys' : 'key') + \" \" + (\"\\\"\" + unexpectedKeys.join('\", \"') + \"\\\" found in \" + argumentName + \". \") + \"Expected to find one of the known reducer keys instead: \" + (\"\\\"\" + reducerKeys.join('\", \"') + \"\\\". Unexpected keys will be ignored.\");\n }\n}\n\nfunction assertReducerShape(reducers) {\n Object.keys(reducers).forEach(function (key) {\n var reducer = reducers[key];\n var initialState = reducer(undefined, {\n type: ActionTypes.INIT\n });\n\n if (typeof initialState === 'undefined') {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(12) : \"The slice reducer for key \\\"\" + key + \"\\\" returned undefined during initialization. \" + \"If the state passed to the reducer is undefined, you must \" + \"explicitly return the initial state. The initial state may \" + \"not be undefined. If you don't want to set a value for this reducer, \" + \"you can use null instead of undefined.\");\n }\n\n if (typeof reducer(undefined, {\n type: ActionTypes.PROBE_UNKNOWN_ACTION()\n }) === 'undefined') {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(13) : \"The slice reducer for key \\\"\" + key + \"\\\" returned undefined when probed with a random type. \" + (\"Don't try to handle '\" + ActionTypes.INIT + \"' or other actions in \\\"redux/*\\\" \") + \"namespace. They are considered private. Instead, you must return the \" + \"current state for any unknown actions, unless it is undefined, \" + \"in which case you must return the initial state, regardless of the \" + \"action type. The initial state may not be undefined, but can be null.\");\n }\n });\n}\n/**\n * Turns an object whose values are different reducer functions, into a single\n * reducer function. It will call every child reducer, and gather their results\n * into a single state object, whose keys correspond to the keys of the passed\n * reducer functions.\n *\n * @param {Object} reducers An object whose values correspond to different\n * reducer functions that need to be combined into one. One handy way to obtain\n * it is to use ES6 `import * as reducers` syntax. The reducers may never return\n * undefined for any action. Instead, they should return their initial state\n * if the state passed to them was undefined, and the current state for any\n * unrecognized action.\n *\n * @returns {Function} A reducer function that invokes every reducer inside the\n * passed object, and builds a state object with the same shape.\n */\n\n\nfunction combineReducers(reducers) {\n var reducerKeys = Object.keys(reducers);\n var finalReducers = {};\n\n for (var i = 0; i < reducerKeys.length; i++) {\n var key = reducerKeys[i];\n\n if (process.env.NODE_ENV !== 'production') {\n if (typeof reducers[key] === 'undefined') {\n warning(\"No reducer provided for key \\\"\" + key + \"\\\"\");\n }\n }\n\n if (typeof reducers[key] === 'function') {\n finalReducers[key] = reducers[key];\n }\n }\n\n var finalReducerKeys = Object.keys(finalReducers); // This is used to make sure we don't warn about the same\n // keys multiple times.\n\n var unexpectedKeyCache;\n\n if (process.env.NODE_ENV !== 'production') {\n unexpectedKeyCache = {};\n }\n\n var shapeAssertionError;\n\n try {\n assertReducerShape(finalReducers);\n } catch (e) {\n shapeAssertionError = e;\n }\n\n return function combination(state, action) {\n if (state === void 0) {\n state = {};\n }\n\n if (shapeAssertionError) {\n throw shapeAssertionError;\n }\n\n if (process.env.NODE_ENV !== 'production') {\n var warningMessage = getUnexpectedStateShapeWarningMessage(state, finalReducers, action, unexpectedKeyCache);\n\n if (warningMessage) {\n warning(warningMessage);\n }\n }\n\n var hasChanged = false;\n var nextState = {};\n\n for (var _i = 0; _i < finalReducerKeys.length; _i++) {\n var _key = finalReducerKeys[_i];\n var reducer = finalReducers[_key];\n var previousStateForKey = state[_key];\n var nextStateForKey = reducer(previousStateForKey, action);\n\n if (typeof nextStateForKey === 'undefined') {\n var actionType = action && action.type;\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(14) : \"When called with an action of type \" + (actionType ? \"\\\"\" + String(actionType) + \"\\\"\" : '(unknown type)') + \", the slice reducer for key \\\"\" + _key + \"\\\" returned undefined. \" + \"To ignore an action, you must explicitly return the previous state. \" + \"If you want this reducer to hold no value, you can return null instead of undefined.\");\n }\n\n nextState[_key] = nextStateForKey;\n hasChanged = hasChanged || nextStateForKey !== previousStateForKey;\n }\n\n hasChanged = hasChanged || finalReducerKeys.length !== Object.keys(state).length;\n return hasChanged ? nextState : state;\n };\n}\n\nfunction bindActionCreator(actionCreator, dispatch) {\n return function () {\n return dispatch(actionCreator.apply(this, arguments));\n };\n}\n/**\n * Turns an object whose values are action creators, into an object with the\n * same keys, but with every function wrapped into a `dispatch` call so they\n * may be invoked directly. This is just a convenience method, as you can call\n * `store.dispatch(MyActionCreators.doSomething())` yourself just fine.\n *\n * For convenience, you can also pass an action creator as the first argument,\n * and get a dispatch wrapped function in return.\n *\n * @param {Function|Object} actionCreators An object whose values are action\n * creator functions. One handy way to obtain it is to use ES6 `import * as`\n * syntax. You may also pass a single function.\n *\n * @param {Function} dispatch The `dispatch` function available on your Redux\n * store.\n *\n * @returns {Function|Object} The object mimicking the original object, but with\n * every action creator wrapped into the `dispatch` call. If you passed a\n * function as `actionCreators`, the return value will also be a single\n * function.\n */\n\n\nfunction bindActionCreators(actionCreators, dispatch) {\n if (typeof actionCreators === 'function') {\n return bindActionCreator(actionCreators, dispatch);\n }\n\n if (typeof actionCreators !== 'object' || actionCreators === null) {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(16) : \"bindActionCreators expected an object or a function, but instead received: '\" + kindOf(actionCreators) + \"'. \" + \"Did you write \\\"import ActionCreators from\\\" instead of \\\"import * as ActionCreators from\\\"?\");\n }\n\n var boundActionCreators = {};\n\n for (var key in actionCreators) {\n var actionCreator = actionCreators[key];\n\n if (typeof actionCreator === 'function') {\n boundActionCreators[key] = bindActionCreator(actionCreator, dispatch);\n }\n }\n\n return boundActionCreators;\n}\n\n/**\n * Composes single-argument functions from right to left. The rightmost\n * function can take multiple arguments as it provides the signature for\n * the resulting composite function.\n *\n * @param {...Function} funcs The functions to compose.\n * @returns {Function} A function obtained by composing the argument functions\n * from right to left. For example, compose(f, g, h) is identical to doing\n * (...args) => f(g(h(...args))).\n */\nfunction compose() {\n for (var _len = arguments.length, funcs = new Array(_len), _key = 0; _key < _len; _key++) {\n funcs[_key] = arguments[_key];\n }\n\n if (funcs.length === 0) {\n return function (arg) {\n return arg;\n };\n }\n\n if (funcs.length === 1) {\n return funcs[0];\n }\n\n return funcs.reduce(function (a, b) {\n return function () {\n return a(b.apply(void 0, arguments));\n };\n });\n}\n\n/**\n * Creates a store enhancer that applies middleware to the dispatch method\n * of the Redux store. This is handy for a variety of tasks, such as expressing\n * asynchronous actions in a concise manner, or logging every action payload.\n *\n * See `redux-thunk` package as an example of the Redux middleware.\n *\n * Because middleware is potentially asynchronous, this should be the first\n * store enhancer in the composition chain.\n *\n * Note that each middleware will be given the `dispatch` and `getState` functions\n * as named arguments.\n *\n * @param {...Function} middlewares The middleware chain to be applied.\n * @returns {Function} A store enhancer applying the middleware.\n */\n\nfunction applyMiddleware() {\n for (var _len = arguments.length, middlewares = new Array(_len), _key = 0; _key < _len; _key++) {\n middlewares[_key] = arguments[_key];\n }\n\n return function (createStore) {\n return function () {\n var store = createStore.apply(void 0, arguments);\n\n var _dispatch = function dispatch() {\n throw new Error(process.env.NODE_ENV === \"production\" ? formatProdErrorMessage(15) : 'Dispatching while constructing your middleware is not allowed. ' + 'Other middleware would not be applied to this dispatch.');\n };\n\n var middlewareAPI = {\n getState: store.getState,\n dispatch: function dispatch() {\n return _dispatch.apply(void 0, arguments);\n }\n };\n var chain = middlewares.map(function (middleware) {\n return middleware(middlewareAPI);\n });\n _dispatch = compose.apply(void 0, chain)(store.dispatch);\n return _objectSpread(_objectSpread({}, store), {}, {\n dispatch: _dispatch\n });\n };\n };\n}\n\nexport { ActionTypes as __DO_NOT_USE__ActionTypes, applyMiddleware, bindActionCreators, combineReducers, compose, createStore, legacy_createStore 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+ {"version":3,"file":"index.cjs162.js","sources":["../../../node_modules/@floating-ui/dom/dist/floating-ui.dom.mjs"],"sourcesContent":["import { rectToClientRect, autoPlacement as autoPlacement$1, shift as shift$1, flip as flip$1, size as size$1, hide as hide$1, arrow as arrow$1, inline as inline$1, limitShift as limitShift$1, computePosition as computePosition$1 } from '@floating-ui/core';\nexport { detectOverflow, offset } from '@floating-ui/core';\nimport { round, createCoords, max, min, floor } from '@floating-ui/utils';\nimport { getComputedStyle, isHTMLElement, isElement, getWindow, isWebKit, getContainingBlock, getDocumentElement, getNodeName, isOverflowElement, getNodeScroll, getOverflowAncestors, getParentNode, isLastTraversableNode, isContainingBlock, isTableElement } from '@floating-ui/utils/dom';\nexport { getOverflowAncestors } from '@floating-ui/utils/dom';\n\nfunction getCssDimensions(element) {\n const css = getComputedStyle(element);\n // In testing environments, the `width` and `height` properties are empty\n // strings for SVG elements, returning NaN. Fallback to `0` in this case.\n let width = parseFloat(css.width) || 0;\n let height = parseFloat(css.height) || 0;\n const hasOffset = isHTMLElement(element);\n const offsetWidth = hasOffset ? element.offsetWidth : width;\n const offsetHeight = hasOffset ? element.offsetHeight : height;\n const shouldFallback = round(width) !== offsetWidth || round(height) !== offsetHeight;\n if (shouldFallback) {\n width = offsetWidth;\n height = offsetHeight;\n }\n return {\n width,\n height,\n $: shouldFallback\n };\n}\n\nfunction unwrapElement(element) {\n return !isElement(element) ? element.contextElement : element;\n}\n\nfunction getScale(element) {\n const domElement = unwrapElement(element);\n if (!isHTMLElement(domElement)) {\n return createCoords(1);\n }\n const rect = domElement.getBoundingClientRect();\n const {\n width,\n height,\n $\n } = getCssDimensions(domElement);\n let x = ($ ? round(rect.width) : rect.width) / width;\n let y = ($ ? round(rect.height) : rect.height) / height;\n\n // 0, NaN, or Infinity should always fallback to 1.\n\n if (!x || !Number.isFinite(x)) {\n x = 1;\n }\n if (!y || !Number.isFinite(y)) {\n y = 1;\n }\n return {\n x,\n y\n };\n}\n\nconst noOffsets = /*#__PURE__*/createCoords(0);\nfunction getVisualOffsets(element) {\n const win = getWindow(element);\n if (!isWebKit() || !win.visualViewport) {\n return noOffsets;\n }\n return {\n x: win.visualViewport.offsetLeft,\n y: win.visualViewport.offsetTop\n };\n}\nfunction shouldAddVisualOffsets(element, isFixed, floatingOffsetParent) {\n if (isFixed === void 0) {\n isFixed = false;\n }\n if (!floatingOffsetParent || isFixed && floatingOffsetParent !== getWindow(element)) {\n return false;\n }\n return isFixed;\n}\n\nfunction getBoundingClientRect(element, includeScale, isFixedStrategy, offsetParent) {\n if (includeScale === void 0) {\n includeScale = false;\n }\n if (isFixedStrategy === void 0) {\n isFixedStrategy = false;\n }\n const clientRect = element.getBoundingClientRect();\n const domElement = unwrapElement(element);\n let scale = createCoords(1);\n if (includeScale) {\n if (offsetParent) {\n if (isElement(offsetParent)) {\n scale = getScale(offsetParent);\n }\n } else {\n scale = getScale(element);\n }\n }\n const visualOffsets = shouldAddVisualOffsets(domElement, isFixedStrategy, offsetParent) ? getVisualOffsets(domElement) : createCoords(0);\n let x = (clientRect.left + visualOffsets.x) / scale.x;\n let y = (clientRect.top + visualOffsets.y) / scale.y;\n let width = clientRect.width / scale.x;\n let height = clientRect.height / scale.y;\n if (domElement) {\n const win = getWindow(domElement);\n const offsetWin = offsetParent && isElement(offsetParent) ? getWindow(offsetParent) : offsetParent;\n let currentIFrame = win.frameElement;\n while (currentIFrame && offsetParent && offsetWin !== win) {\n const iframeScale = getScale(currentIFrame);\n const iframeRect = currentIFrame.getBoundingClientRect();\n const css = getComputedStyle(currentIFrame);\n const left = iframeRect.left + (currentIFrame.clientLeft + parseFloat(css.paddingLeft)) * iframeScale.x;\n const top = iframeRect.top + (currentIFrame.clientTop + parseFloat(css.paddingTop)) * iframeScale.y;\n x *= iframeScale.x;\n y *= iframeScale.y;\n width *= iframeScale.x;\n height *= iframeScale.y;\n x += left;\n y += top;\n currentIFrame = getWindow(currentIFrame).frameElement;\n }\n }\n return rectToClientRect({\n width,\n height,\n x,\n y\n });\n}\n\nconst topLayerSelectors = [':popover-open', ':modal'];\nfunction topLayer(floating) {\n let isTopLayer = false;\n let x = 0;\n let y = 0;\n function setIsTopLayer(selector) {\n try {\n isTopLayer = isTopLayer || floating.matches(selector);\n } catch (e) {}\n }\n topLayerSelectors.forEach(selector => {\n setIsTopLayer(selector);\n });\n if (isTopLayer) {\n const containingBlock = getContainingBlock(floating);\n if (containingBlock) {\n const rect = containingBlock.getBoundingClientRect();\n x = rect.x;\n y = rect.y;\n }\n }\n return [isTopLayer, x, y];\n}\n\nfunction convertOffsetParentRelativeRectToViewportRelativeRect(_ref) {\n let {\n elements,\n rect,\n offsetParent,\n strategy\n } = _ref;\n const documentElement = getDocumentElement(offsetParent);\n const [isTopLayer] = elements ? 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1
+ "use strict";Object.defineProperty(exports,Symbol.toStringTag,{value:"Module"});const e=require("./index.cjs280.js");function V(n,t,g){let{reference:o,floating:f}=n;const i=e.getSideAxis(t),c=e.getAlignmentAxis(t),d=e.getAxisLength(c),l=e.getSide(t),x=i==="y",u=o.x+o.width/2-f.width/2,r=o.y+o.height/2-f.height/2,m=o[d]/2-f[d]/2;let s;switch(l){case"top":s={x:u,y:o.y-f.height};break;case"bottom":s={x:u,y:o.y+o.height};break;case"right":s={x:o.x+o.width,y:r};break;case"left":s={x:o.x-f.width,y:r};break;default:s={x:o.x,y:o.y}}switch(e.getAlignment(t)){case"start":s[c]-=m*(g&&x?-1:1);break;case"end":s[c]+=m*(g&&x?-1:1);break}return s}const W=async(n,t,g)=>{const{placement:o="bottom",strategy:f="absolute",middleware:i=[],platform:c}=g,d=i.filter(Boolean),l=await(c.isRTL==null?void 0:c.isRTL(t));let x=await c.getElementRects({reference:n,floating:t,strategy:f}),{x:u,y:r}=V(x,o,l),m=o,s={},a=0;for(let w=0;w<d.length;w++){const{name:h,fn:y}=d[w],{x:b,y:p,data:A,reset:v}=await y({x:u,y:r,initialPlacement:o,placement:m,strategy:f,middlewareData:s,rects:x,platform:c,elements:{reference:n,floating:t}});u=b??u,r=p??r,s={...s,[h]:{...s[h],...A}},v&&a<=50&&(a++,typeof v=="object"&&(v.placement&&(m=v.placement),v.rects&&(x=v.rects===!0?await c.getElementRects({reference:n,floating:t,strategy:f}):v.rects),{x:u,y:r}=V(x,m,l)),w=-1)}return{x:u,y:r,placement:m,strategy:f,middlewareData:s}};async function E(n,t){var g;t===void 0&&(t={});const{x:o,y:f,platform:i,rects:c,elements:d,strategy:l}=n,{boundary:x="clippingAncestors",rootBoundary:u="viewport",elementContext:r="floating",altBoundary:m=!1,padding:s=0}=e.evaluate(t,n),a=e.getPaddingObject(s),h=d[m?r==="floating"?"reference":"floating":r],y=e.rectToClientRect(await i.getClippingRect({element:(g=await(i.isElement==null?void 0:i.isElement(h)))==null||g?h:h.contextElement||await(i.getDocumentElement==null?void 0:i.getDocumentElement(d.floating)),boundary:x,rootBoundary:u,strategy:l})),b=r==="floating"?{...c.floating,x:o,y:f}:c.reference,p=await(i.getOffsetParent==null?void 0:i.getOffsetParent(d.floating)),A=await(i.isElement==null?void 0:i.isElement(p))?await(i.getScale==null?void 0:i.getScale(p))||{x:1,y:1}:{x:1,y:1},v=e.rectToClientRect(i.convertOffsetParentRelativeRectToViewportRelativeRect?await i.convertOffsetParentRelativeRectToViewportRelativeRect({elements:d,rect:b,offsetParent:p,strategy:l}):b);return{top:(y.top-v.top+a.top)/A.y,bottom:(v.bottom-y.bottom+a.bottom)/A.y,left:(y.left-v.left+a.left)/A.x,right:(v.right-y.right+a.right)/A.x}}const Y=n=>({name:"arrow",options:n,async fn(t){const{x:g,y:o,placement:f,rects:i,platform:c,elements:d,middlewareData:l}=t,{element:x,padding:u=0}=e.evaluate(n,t)||{};if(x==null)return{};const r=e.getPaddingObject(u),m={x:g,y:o},s=e.getAlignmentAxis(f),a=e.getAxisLength(s),w=await c.getDimensions(x),h=s==="y",y=h?"top":"left",b=h?"bottom":"right",p=h?"clientHeight":"clientWidth",A=i.reference[a]+i.reference[s]-m[s]-i.floating[a],v=m[s]-i.reference[s],O=await(c.getOffsetParent==null?void 0:c.getOffsetParent(x));let P=O?O[p]:0;(!P||!await(c.isElement==null?void 0:c.isElement(O)))&&(P=d.floating[p]||i.floating[a]);const R=A/2-v/2,M=P/2-w[a]/2-1,L=e.min(r[y],M),H=e.min(r[b],M),C=L,j=P-w[a]-H,S=P/2-w[a]/2+R,k=e.clamp(C,S,j),T=!l.arrow&&e.getAlignment(f)!=null&&S!==k&&i.reference[a]/2-(S<C?L:H)-w[a]/2<0,D=T?S<C?S-C:S-j:0;return{[s]:m[s]+D,data:{[s]:k,centerOffset:S-k-D,...T&&{alignmentOffset:D}},reset:T}}}),X=function(n){return n===void 0&&(n={}),{name:"flip",options:n,async fn(t){var g,o;const{placement:f,middlewareData:i,rects:c,initialPlacement:d,platform:l,elements:x}=t,{mainAxis:u=!0,crossAxis:r=!0,fallbackPlacements:m,fallbackStrategy:s="bestFit",fallbackAxisSideDirection:a="none",flipAlignment:w=!0,...h}=e.evaluate(n,t);if((g=i.arrow)!=null&&g.alignmentOffset)return{};const y=e.getSide(f),b=e.getSide(d)===d,p=await(l.isRTL==null?void 0:l.isRTL(x.floating)),A=m||(b||!w?[e.getOppositePlacement(d)]:e.getExpandedPlacements(d));!m&&a!=="none"&&A.push(...e.getOppositeAxisPlacements(d,w,a,p));const v=[d,...A],O=await E(t,h),P=[];let R=((o=i.flip)==null?void 0:o.overflows)||[];if(u&&P.push(O[y]),r){const C=e.getAlignmentSides(f,c,p);P.push(O[C[0]],O[C[1]])}if(R=[...R,{placement:f,overflows:P}],!P.every(C=>C<=0)){var M,L;const C=(((M=i.flip)==null?void 0:M.index)||0)+1,j=v[C];if(j)return{data:{index:C,overflows:R},reset:{placement:j}};let S=(L=R.filter(k=>k.overflows[0]<=0).sort((k,T)=>k.overflows[1]-T.overflows[1])[0])==null?void 0:L.placement;if(!S)switch(s){case"bestFit":{var H;const k=(H=R.map(T=>[T.placement,T.overflows.filter(D=>D>0).reduce((D,z)=>D+z,0)]).sort((T,D)=>T[1]-D[1])[0])==null?void 0:H[0];k&&(S=k);break}case"initialPlacement":S=d;break}if(f!==S)return{reset:{placement:S}}}return{}}}};function B(n,t){return{top:n.top-t.height,right:n.right-t.width,bottom:n.bottom-t.height,left:n.left-t.width}}function F(n){return e.sides.some(t=>n[t]>=0)}const q=function(n){return n===void 0&&(n={}),{name:"hide",options:n,async fn(t){const{rects:g}=t,{strategy:o="referenceHidden",...f}=e.evaluate(n,t);switch(o){case"referenceHidden":{const i=await E(t,{...f,elementContext:"reference"}),c=B(i,g.reference);return{data:{referenceHiddenOffsets:c,referenceHidden:F(c)}}}case"escaped":{const i=await E(t,{...f,altBoundary:!0}),c=B(i,g.floating);return{data:{escapedOffsets:c,escaped:F(c)}}}default:return{}}}}};async function I(n,t){const{placement:g,platform:o,elements:f}=n,i=await(o.isRTL==null?void 0:o.isRTL(f.floating)),c=e.getSide(g),d=e.getAlignment(g),l=e.getSideAxis(g)==="y",x=["left","top"].includes(c)?-1:1,u=i&&l?-1:1,r=e.evaluate(t,n);let{mainAxis:m,crossAxis:s,alignmentAxis:a}=typeof r=="number"?{mainAxis:r,crossAxis:0,alignmentAxis:null}:{mainAxis:0,crossAxis:0,alignmentAxis:null,...r};return d&&typeof a=="number"&&(s=d==="end"?a*-1:a),l?{x:s*u,y:m*x}:{x:m*x,y:s*u}}const U=function(n){return n===void 0&&(n=0),{name:"offset",options:n,async fn(t){var g,o;const{x:f,y:i,placement:c,middlewareData:d}=t,l=await I(t,n);return c===((g=d.offset)==null?void 0:g.placement)&&(o=d.arrow)!=null&&o.alignmentOffset?{}:{x:f+l.x,y:i+l.y,data:{...l,placement:c}}}}},_=function(n){return n===void 0&&(n={}),{name:"shift",options:n,async fn(t){const{x:g,y:o,placement:f}=t,{mainAxis:i=!0,crossAxis:c=!1,limiter:d={fn:h=>{let{x:y,y:b}=h;return{x:y,y:b}}},...l}=e.evaluate(n,t),x={x:g,y:o},u=await E(t,l),r=e.getSideAxis(e.getSide(f)),m=e.getOppositeAxis(r);let s=x[m],a=x[r];if(i){const h=m==="y"?"top":"left",y=m==="y"?"bottom":"right",b=s+u[h],p=s-u[y];s=e.clamp(b,s,p)}if(c){const h=r==="y"?"top":"left",y=r==="y"?"bottom":"right",b=a+u[h],p=a-u[y];a=e.clamp(b,a,p)}const w=d.fn({...t,[m]:s,[r]:a});return{...w,data:{x:w.x-g,y:w.y-o}}}}},$=function(n){return n===void 0&&(n={}),{options:n,fn(t){const{x:g,y:o,placement:f,rects:i,middlewareData:c}=t,{offset:d=0,mainAxis:l=!0,crossAxis:x=!0}=e.evaluate(n,t),u={x:g,y:o},r=e.getSideAxis(f),m=e.getOppositeAxis(r);let s=u[m],a=u[r];const w=e.evaluate(d,t),h=typeof w=="number"?{mainAxis:w,crossAxis:0}:{mainAxis:0,crossAxis:0,...w};if(l){const p=m==="y"?"height":"width",A=i.reference[m]-i.floating[p]+h.mainAxis,v=i.reference[m]+i.reference[p]-h.mainAxis;s<A?s=A:s>v&&(s=v)}if(x){var y,b;const p=m==="y"?"width":"height",A=["top","left"].includes(e.getSide(f)),v=i.reference[r]-i.floating[p]+(A&&((y=c.offset)==null?void 0:y[r])||0)+(A?0:h.crossAxis),O=i.reference[r]+i.reference[p]+(A?0:((b=c.offset)==null?void 0:b[r])||0)-(A?h.crossAxis:0);a<v?a=v:a>O&&(a=O)}return{[m]:s,[r]:a}}}},G=function(n){return n===void 0&&(n={}),{name:"size",options:n,async fn(t){const{placement:g,rects:o,platform:f,elements:i}=t,{apply:c=()=>{},...d}=e.evaluate(n,t),l=await E(t,d),x=e.getSide(g),u=e.getAlignment(g),r=e.getSideAxis(g)==="y",{width:m,height:s}=o.floating;let a,w;x==="top"||x==="bottom"?(a=x,w=u===(await(f.isRTL==null?void 0:f.isRTL(i.floating))?"start":"end")?"left":"right"):(w=x,a=u==="end"?"top":"bottom");const h=s-l[a],y=m-l[w],b=!t.middlewareData.shift;let p=h,A=y;if(r){const O=m-l.left-l.right;A=u||b?e.min(y,O):O}else{const O=s-l.top-l.bottom;p=u||b?e.min(h,O):O}if(b&&!u){const O=e.max(l.left,0),P=e.max(l.right,0),R=e.max(l.top,0),M=e.max(l.bottom,0);r?A=m-2*(O!==0||P!==0?O+P:e.max(l.left,l.right)):p=s-2*(R!==0||M!==0?R+M:e.max(l.top,l.bottom))}await c({...t,availableWidth:A,availableHeight:p});const v=await f.getDimensions(i.floating);return m!==v.width||s!==v.height?{reset:{rects:!0}}:{}}}};exports.rectToClientRect=e.rectToClientRect;exports.arrow=Y;exports.computePosition=W;exports.detectOverflow=E;exports.flip=X;exports.hide=q;exports.limitShift=$;exports.offset=U;exports.shift=_;exports.size=G;
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+ {"version":3,"file":"index.cjs163.js","sources":["../../../node_modules/@floating-ui/core/dist/floating-ui.core.mjs"],"sourcesContent":["import { getSideAxis, getAlignmentAxis, getAxisLength, getSide, getAlignment, evaluate, getPaddingObject, rectToClientRect, min, clamp, placements, getAlignmentSides, getOppositeAlignmentPlacement, getOppositePlacement, getExpandedPlacements, getOppositeAxisPlacements, sides, max, getOppositeAxis } from '@floating-ui/utils';\nexport { rectToClientRect } from '@floating-ui/utils';\n\nfunction computeCoordsFromPlacement(_ref, placement, rtl) {\n let {\n reference,\n floating\n } = _ref;\n const sideAxis = getSideAxis(placement);\n const alignmentAxis = getAlignmentAxis(placement);\n const alignLength = getAxisLength(alignmentAxis);\n const side = getSide(placement);\n const isVertical = sideAxis === 'y';\n const commonX = reference.x + reference.width / 2 - floating.width / 2;\n const commonY = reference.y + reference.height / 2 - floating.height / 2;\n const commonAlign = reference[alignLength] / 2 - floating[alignLength] / 2;\n let coords;\n switch (side) {\n case 'top':\n coords = {\n x: commonX,\n y: reference.y - floating.height\n };\n break;\n case 'bottom':\n coords = {\n x: commonX,\n y: reference.y + reference.height\n };\n break;\n case 'right':\n coords = {\n x: reference.x + reference.width,\n y: commonY\n };\n break;\n case 'left':\n coords = {\n x: reference.x - floating.width,\n y: commonY\n };\n break;\n default:\n coords = {\n x: reference.x,\n y: reference.y\n };\n }\n switch (getAlignment(placement)) {\n case 'start':\n coords[alignmentAxis] -= commonAlign * (rtl && isVertical ? -1 : 1);\n break;\n case 'end':\n coords[alignmentAxis] += commonAlign * (rtl && isVertical ? -1 : 1);\n break;\n }\n return coords;\n}\n\n/**\n * Computes the `x` and `y` coordinates that will place the floating element\n * next to a given reference element.\n *\n * This export does not have any `platform` interface logic. You will need to\n * write one for the platform you are using Floating UI with.\n */\nconst computePosition = async (reference, floating, config) => {\n const {\n placement = 'bottom',\n strategy = 'absolute',\n middleware = [],\n platform\n } = config;\n const validMiddleware = middleware.filter(Boolean);\n const rtl = await (platform.isRTL == null ? void 0 : platform.isRTL(floating));\n let rects = await platform.getElementRects({\n reference,\n floating,\n strategy\n });\n let {\n x,\n y\n } = computeCoordsFromPlacement(rects, placement, rtl);\n let statefulPlacement = placement;\n let middlewareData = {};\n let resetCount = 0;\n for (let i = 0; i < validMiddleware.length; i++) {\n const {\n name,\n fn\n } = validMiddleware[i];\n const {\n x: nextX,\n y: nextY,\n data,\n reset\n } = await fn({\n x,\n y,\n initialPlacement: placement,\n placement: statefulPlacement,\n strategy,\n middlewareData,\n rects,\n platform,\n elements: {\n reference,\n floating\n }\n });\n x = nextX != null ? nextX : x;\n y = nextY != null ? nextY : y;\n middlewareData = {\n ...middlewareData,\n [name]: {\n ...middlewareData[name],\n ...data\n }\n };\n if (reset && resetCount <= 50) {\n resetCount++;\n if (typeof reset === 'object') {\n if (reset.placement) {\n statefulPlacement = reset.placement;\n }\n if (reset.rects) {\n rects = reset.rects === true ? await platform.getElementRects({\n reference,\n floating,\n strategy\n }) : reset.rects;\n }\n ({\n x,\n y\n } = computeCoordsFromPlacement(rects, statefulPlacement, rtl));\n }\n i = -1;\n }\n }\n return {\n x,\n y,\n placement: statefulPlacement,\n strategy,\n middlewareData\n };\n};\n\n/**\n * Resolves with an object of overflow side offsets that determine how much the\n * element is overflowing a given clipping boundary on each side.\n * - positive = overflowing the boundary by that number of pixels\n * - negative = how many pixels left before it will overflow\n * - 0 = lies flush with the boundary\n * @see https://floating-ui.com/docs/detectOverflow\n */\nasync function detectOverflow(state, options) {\n var _await$platform$isEle;\n if (options === void 0) {\n options = {};\n }\n const {\n x,\n y,\n platform,\n rects,\n elements,\n strategy\n } = state;\n const {\n boundary = 'clippingAncestors',\n rootBoundary = 'viewport',\n elementContext = 'floating',\n altBoundary = false,\n padding = 0\n } = evaluate(options, state);\n const paddingObject = getPaddingObject(padding);\n const altContext = elementContext === 'floating' ? 'reference' : 'floating';\n const element = elements[altBoundary ? altContext : elementContext];\n const clippingClientRect = rectToClientRect(await platform.getClippingRect({\n element: ((_await$platform$isEle = await (platform.isElement == null ? void 0 : platform.isElement(element))) != null ? _await$platform$isEle : true) ? element : element.contextElement || (await (platform.getDocumentElement == null ? void 0 : platform.getDocumentElement(elements.floating))),\n boundary,\n rootBoundary,\n strategy\n }));\n const rect = elementContext === 'floating' ? {\n ...rects.floating,\n x,\n y\n } : rects.reference;\n const offsetParent = await (platform.getOffsetParent == null ? void 0 : platform.getOffsetParent(elements.floating));\n const offsetScale = (await (platform.isElement == null ? void 0 : platform.isElement(offsetParent))) ? (await (platform.getScale == null ? void 0 : platform.getScale(offsetParent))) || {\n x: 1,\n y: 1\n } : {\n x: 1,\n y: 1\n };\n const elementClientRect = rectToClientRect(platform.convertOffsetParentRelativeRectToViewportRelativeRect ? await platform.convertOffsetParentRelativeRectToViewportRelativeRect({\n elements,\n rect,\n offsetParent,\n strategy\n }) : rect);\n return {\n top: (clippingClientRect.top - elementClientRect.top + paddingObject.top) / offsetScale.y,\n bottom: (elementClientRect.bottom - clippingClientRect.bottom + paddingObject.bottom) / offsetScale.y,\n left: (clippingClientRect.left - elementClientRect.left + paddingObject.left) / offsetScale.x,\n right: (elementClientRect.right - clippingClientRect.right + paddingObject.right) / offsetScale.x\n };\n}\n\n/**\n * Provides data to position an inner element of the floating element so that it\n * appears centered to the reference element.\n * @see https://floating-ui.com/docs/arrow\n */\nconst arrow = options => ({\n name: 'arrow',\n options,\n async fn(state) {\n const {\n x,\n y,\n placement,\n rects,\n platform,\n elements,\n middlewareData\n } = state;\n // Since `element` is required, we don't Partial<> the type.\n const {\n element,\n padding = 0\n } = evaluate(options, state) || {};\n if (element == null) {\n return {};\n }\n const paddingObject = getPaddingObject(padding);\n const coords = {\n x,\n y\n };\n const axis = getAlignmentAxis(placement);\n const length = getAxisLength(axis);\n const arrowDimensions = await platform.getDimensions(element);\n const isYAxis = axis === 'y';\n const minProp = isYAxis ? 'top' : 'left';\n const maxProp = isYAxis ? 'bottom' : 'right';\n const clientProp = isYAxis ? 'clientHeight' : 'clientWidth';\n const endDiff = rects.reference[length] + rects.reference[axis] - coords[axis] - rects.floating[length];\n const startDiff = coords[axis] - rects.reference[axis];\n const arrowOffsetParent = await (platform.getOffsetParent == null ? void 0 : platform.getOffsetParent(element));\n let clientSize = arrowOffsetParent ? arrowOffsetParent[clientProp] : 0;\n\n // DOM platform can return `window` as the `offsetParent`.\n if (!clientSize || !(await (platform.isElement == null ? void 0 : platform.isElement(arrowOffsetParent)))) {\n clientSize = elements.floating[clientProp] || rects.floating[length];\n }\n const centerToReference = endDiff / 2 - startDiff / 2;\n\n // If the padding is large enough that it causes the arrow to no longer be\n // centered, modify the padding so that it is centered.\n const largestPossiblePadding = clientSize / 2 - arrowDimensions[length] / 2 - 1;\n const minPadding = min(paddingObject[minProp], largestPossiblePadding);\n const maxPadding = min(paddingObject[maxProp], largestPossiblePadding);\n\n // Make sure the arrow doesn't overflow the floating element if the center\n // point is outside the floating element's bounds.\n const min$1 = minPadding;\n const max = clientSize - arrowDimensions[length] - maxPadding;\n const center = clientSize / 2 - arrowDimensions[length] / 2 + centerToReference;\n const offset = clamp(min$1, center, max);\n\n // If the reference is small enough that the arrow's padding causes it to\n // to point to nothing for an aligned placement, adjust the offset of the\n // floating element itself. To ensure `shift()` continues to take action,\n // a single reset is performed when this is true.\n const shouldAddOffset = !middlewareData.arrow && getAlignment(placement) != null && center !== offset && rects.reference[length] / 2 - (center < min$1 ? minPadding : maxPadding) - arrowDimensions[length] / 2 < 0;\n const alignmentOffset = shouldAddOffset ? center < min$1 ? center - min$1 : center - max : 0;\n return {\n [axis]: coords[axis] + alignmentOffset,\n data: {\n [axis]: offset,\n centerOffset: center - offset - alignmentOffset,\n ...(shouldAddOffset && {\n alignmentOffset\n })\n },\n reset: shouldAddOffset\n };\n }\n});\n\nfunction getPlacementList(alignment, autoAlignment, allowedPlacements) {\n const allowedPlacementsSortedByAlignment = alignment ? [...allowedPlacements.filter(placement => getAlignment(placement) === alignment), ...allowedPlacements.filter(placement => getAlignment(placement) !== alignment)] : allowedPlacements.filter(placement => getSide(placement) === placement);\n return allowedPlacementsSortedByAlignment.filter(placement => {\n if (alignment) {\n return getAlignment(placement) === alignment || (autoAlignment ? getOppositeAlignmentPlacement(placement) !== placement : false);\n }\n return true;\n });\n}\n/**\n * Optimizes the visibility of the floating element by choosing the placement\n * that has the most space available automatically, without needing to specify a\n * preferred placement. Alternative to `flip`.\n * @see https://floating-ui.com/docs/autoPlacement\n */\nconst autoPlacement = function (options) {\n if (options === void 0) {\n options = {};\n }\n return {\n name: 'autoPlacement',\n options,\n async fn(state) {\n var _middlewareData$autoP, _middlewareData$autoP2, _placementsThatFitOnE;\n const {\n rects,\n middlewareData,\n placement,\n platform,\n elements\n } = state;\n const {\n crossAxis = false,\n alignment,\n allowedPlacements = placements,\n autoAlignment = true,\n ...detectOverflowOptions\n } = evaluate(options, state);\n const placements$1 = alignment !== undefined || allowedPlacements === placements ? getPlacementList(alignment || null, autoAlignment, allowedPlacements) : allowedPlacements;\n const overflow = await detectOverflow(state, detectOverflowOptions);\n const currentIndex = ((_middlewareData$autoP = middlewareData.autoPlacement) == null ? void 0 : _middlewareData$autoP.index) || 0;\n const currentPlacement = placements$1[currentIndex];\n if (currentPlacement == null) {\n return {};\n }\n const alignmentSides = getAlignmentSides(currentPlacement, rects, await (platform.isRTL == null ? void 0 : platform.isRTL(elements.floating)));\n\n // Make `computeCoords` start from the right place.\n if (placement !== currentPlacement) {\n return {\n reset: {\n placement: placements$1[0]\n }\n };\n }\n const currentOverflows = [overflow[getSide(currentPlacement)], overflow[alignmentSides[0]], overflow[alignmentSides[1]]];\n const allOverflows = [...(((_middlewareData$autoP2 = middlewareData.autoPlacement) == null ? void 0 : _middlewareData$autoP2.overflows) || []), {\n placement: currentPlacement,\n overflows: currentOverflows\n }];\n const nextPlacement = placements$1[currentIndex + 1];\n\n // There are more placements to check.\n if (nextPlacement) {\n return {\n data: {\n index: currentIndex + 1,\n overflows: allOverflows\n },\n reset: {\n placement: nextPlacement\n }\n };\n }\n const placementsSortedByMostSpace = allOverflows.map(d => {\n const alignment = getAlignment(d.placement);\n return [d.placement, alignment && crossAxis ?\n // Check along the mainAxis and main crossAxis side.\n d.overflows.slice(0, 2).reduce((acc, v) => acc + v, 0) :\n // Check only the mainAxis.\n d.overflows[0], d.overflows];\n }).sort((a, b) => a[1] - b[1]);\n const placementsThatFitOnEachSide = placementsSortedByMostSpace.filter(d => d[2].slice(0,\n // Aligned placements should not check their opposite crossAxis\n // side.\n getAlignment(d[0]) ? 2 : 3).every(v => v <= 0));\n const resetPlacement = ((_placementsThatFitOnE = placementsThatFitOnEachSide[0]) == null ? void 0 : _placementsThatFitOnE[0]) || placementsSortedByMostSpace[0][0];\n if (resetPlacement !== placement) {\n return {\n data: {\n index: currentIndex + 1,\n overflows: allOverflows\n },\n reset: {\n placement: resetPlacement\n }\n };\n }\n return {};\n }\n };\n};\n\n/**\n * Optimizes the visibility of the floating element by flipping the `placement`\n * in order to keep it in view when the preferred placement(s) will overflow the\n * clipping boundary. Alternative to `autoPlacement`.\n * @see https://floating-ui.com/docs/flip\n */\nconst flip = function (options) {\n if (options === void 0) {\n options = {};\n }\n return {\n name: 'flip',\n options,\n async fn(state) {\n var _middlewareData$arrow, _middlewareData$flip;\n const {\n placement,\n middlewareData,\n rects,\n initialPlacement,\n platform,\n elements\n } = state;\n const {\n mainAxis: checkMainAxis = true,\n crossAxis: checkCrossAxis = true,\n fallbackPlacements: specifiedFallbackPlacements,\n fallbackStrategy = 'bestFit',\n fallbackAxisSideDirection = 'none',\n flipAlignment = true,\n ...detectOverflowOptions\n } = evaluate(options, state);\n\n // If a reset by the arrow was caused due to an alignment offset being\n // added, we should skip any logic now since `flip()` has already done its\n // work.\n // https://github.com/floating-ui/floating-ui/issues/2549#issuecomment-1719601643\n if ((_middlewareData$arrow = middlewareData.arrow) != null && _middlewareData$arrow.alignmentOffset) {\n return {};\n }\n const side = getSide(placement);\n const isBasePlacement = getSide(initialPlacement) === initialPlacement;\n const rtl = await (platform.isRTL == null ? void 0 : platform.isRTL(elements.floating));\n const fallbackPlacements = specifiedFallbackPlacements || (isBasePlacement || !flipAlignment ? [getOppositePlacement(initialPlacement)] : getExpandedPlacements(initialPlacement));\n if (!specifiedFallbackPlacements && fallbackAxisSideDirection !== 'none') {\n fallbackPlacements.push(...getOppositeAxisPlacements(initialPlacement, flipAlignment, fallbackAxisSideDirection, rtl));\n }\n const placements = [initialPlacement, ...fallbackPlacements];\n const overflow = await detectOverflow(state, detectOverflowOptions);\n const overflows = [];\n let overflowsData = ((_middlewareData$flip = middlewareData.flip) == null ? void 0 : _middlewareData$flip.overflows) || [];\n if (checkMainAxis) {\n overflows.push(overflow[side]);\n }\n if (checkCrossAxis) {\n const sides = getAlignmentSides(placement, rects, rtl);\n overflows.push(overflow[sides[0]], overflow[sides[1]]);\n }\n overflowsData = [...overflowsData, {\n placement,\n overflows\n }];\n\n // One or more sides is overflowing.\n if (!overflows.every(side => side <= 0)) {\n var _middlewareData$flip2, _overflowsData$filter;\n const nextIndex = (((_middlewareData$flip2 = middlewareData.flip) == null ? void 0 : _middlewareData$flip2.index) || 0) + 1;\n const nextPlacement = placements[nextIndex];\n if (nextPlacement) {\n // Try next placement and re-run the lifecycle.\n return {\n data: {\n index: nextIndex,\n overflows: overflowsData\n },\n reset: {\n placement: nextPlacement\n }\n };\n }\n\n // First, find the candidates that fit on the mainAxis side of overflow,\n // then find the placement that fits the best on the main crossAxis side.\n let resetPlacement = (_overflowsData$filter = overflowsData.filter(d => d.overflows[0] <= 0).sort((a, b) => a.overflows[1] - b.overflows[1])[0]) == null ? void 0 : _overflowsData$filter.placement;\n\n // Otherwise fallback.\n if (!resetPlacement) {\n switch (fallbackStrategy) {\n case 'bestFit':\n {\n var _overflowsData$map$so;\n const placement = (_overflowsData$map$so = overflowsData.map(d => [d.placement, d.overflows.filter(overflow => overflow > 0).reduce((acc, overflow) => acc + overflow, 0)]).sort((a, b) => a[1] - b[1])[0]) == null ? void 0 : _overflowsData$map$so[0];\n if (placement) {\n resetPlacement = placement;\n }\n break;\n }\n case 'initialPlacement':\n resetPlacement = initialPlacement;\n break;\n }\n }\n if (placement !== resetPlacement) {\n return {\n reset: {\n placement: resetPlacement\n }\n };\n }\n }\n return {};\n }\n };\n};\n\nfunction getSideOffsets(overflow, rect) {\n return {\n top: overflow.top - rect.height,\n right: overflow.right - rect.width,\n bottom: overflow.bottom - rect.height,\n left: overflow.left - rect.width\n };\n}\nfunction isAnySideFullyClipped(overflow) {\n return sides.some(side => overflow[side] >= 0);\n}\n/**\n * Provides data to hide the floating element in applicable situations, such as\n * when it is not in the same clipping context as the reference element.\n * @see https://floating-ui.com/docs/hide\n */\nconst hide = function (options) {\n if (options === void 0) {\n options = {};\n }\n return {\n name: 'hide',\n options,\n async fn(state) {\n const {\n rects\n } = state;\n const {\n strategy = 'referenceHidden',\n ...detectOverflowOptions\n } = evaluate(options, state);\n switch (strategy) {\n case 'referenceHidden':\n {\n const overflow = await detectOverflow(state, {\n ...detectOverflowOptions,\n elementContext: 'reference'\n });\n const offsets = getSideOffsets(overflow, rects.reference);\n return {\n data: {\n referenceHiddenOffsets: offsets,\n referenceHidden: isAnySideFullyClipped(offsets)\n }\n };\n }\n case 'escaped':\n {\n const overflow = await detectOverflow(state, {\n ...detectOverflowOptions,\n altBoundary: true\n });\n const offsets = getSideOffsets(overflow, rects.floating);\n return {\n data: {\n escapedOffsets: offsets,\n escaped: isAnySideFullyClipped(offsets)\n }\n };\n }\n default:\n {\n return {};\n }\n }\n }\n };\n};\n\nfunction getBoundingRect(rects) {\n const minX = min(...rects.map(rect => rect.left));\n const minY = min(...rects.map(rect => rect.top));\n const maxX = max(...rects.map(rect => rect.right));\n const maxY = max(...rects.map(rect => rect.bottom));\n return {\n x: minX,\n y: minY,\n width: maxX - minX,\n height: maxY - minY\n };\n}\nfunction getRectsByLine(rects) {\n const sortedRects = rects.slice().sort((a, b) => a.y - b.y);\n const groups = [];\n let prevRect = null;\n for (let i = 0; i < sortedRects.length; i++) {\n const rect = sortedRects[i];\n if (!prevRect || rect.y - prevRect.y > prevRect.height / 2) {\n groups.push([rect]);\n } else {\n groups[groups.length - 1].push(rect);\n }\n prevRect = rect;\n }\n return groups.map(rect => rectToClientRect(getBoundingRect(rect)));\n}\n/**\n * Provides improved positioning for inline reference elements that can span\n * over multiple lines, such as hyperlinks or range selections.\n * @see https://floating-ui.com/docs/inline\n */\nconst inline = function (options) {\n if (options === void 0) {\n options = {};\n }\n return {\n name: 'inline',\n options,\n async fn(state) {\n const {\n placement,\n elements,\n rects,\n platform,\n strategy\n } = state;\n // A MouseEvent's client{X,Y} coords can be up to 2 pixels off a\n // ClientRect's bounds, despite the event listener being triggered. A\n // padding of 2 seems to handle this issue.\n const {\n padding = 2,\n x,\n y\n } = evaluate(options, state);\n const nativeClientRects = Array.from((await (platform.getClientRects == null ? void 0 : platform.getClientRects(elements.reference))) || []);\n const clientRects = getRectsByLine(nativeClientRects);\n const fallback = rectToClientRect(getBoundingRect(nativeClientRects));\n const paddingObject = getPaddingObject(padding);\n function getBoundingClientRect() {\n // There are two rects and they are disjoined.\n if (clientRects.length === 2 && clientRects[0].left > clientRects[1].right && x != null && y != null) {\n // Find the first rect in which the point is fully inside.\n return clientRects.find(rect => x > rect.left - paddingObject.left && x < rect.right + paddingObject.right && y > rect.top - paddingObject.top && y < rect.bottom + paddingObject.bottom) || fallback;\n }\n\n // There are 2 or more connected rects.\n if (clientRects.length >= 2) {\n if (getSideAxis(placement) === 'y') {\n const firstRect = clientRects[0];\n const lastRect = clientRects[clientRects.length - 1];\n const isTop = getSide(placement) === 'top';\n const top = firstRect.top;\n const bottom = lastRect.bottom;\n const left = isTop ? firstRect.left : lastRect.left;\n const right = isTop ? firstRect.right : lastRect.right;\n const width = right - left;\n const height = bottom - top;\n return {\n top,\n bottom,\n left,\n right,\n width,\n height,\n x: left,\n y: top\n };\n }\n const isLeftSide = getSide(placement) === 'left';\n const maxRight = max(...clientRects.map(rect => rect.right));\n const minLeft = min(...clientRects.map(rect => rect.left));\n const measureRects = clientRects.filter(rect => isLeftSide ? rect.left === minLeft : rect.right === maxRight);\n const top = measureRects[0].top;\n const bottom = measureRects[measureRects.length - 1].bottom;\n const left = minLeft;\n const right = maxRight;\n const width = right - left;\n const height = bottom - top;\n return {\n top,\n bottom,\n left,\n right,\n width,\n height,\n x: left,\n y: top\n };\n }\n return fallback;\n }\n const resetRects = await platform.getElementRects({\n reference: {\n getBoundingClientRect\n },\n floating: elements.floating,\n strategy\n });\n if (rects.reference.x !== resetRects.reference.x || rects.reference.y !== resetRects.reference.y || rects.reference.width !== resetRects.reference.width || rects.reference.height !== resetRects.reference.height) {\n return {\n reset: {\n rects: resetRects\n }\n };\n }\n return {};\n }\n };\n};\n\n// For type backwards-compatibility, the `OffsetOptions` type was also\n// Derivable.\n\nasync function convertValueToCoords(state, options) {\n const {\n placement,\n platform,\n elements\n } = state;\n const rtl = await (platform.isRTL == null ? void 0 : platform.isRTL(elements.floating));\n const side = getSide(placement);\n const alignment = getAlignment(placement);\n const isVertical = getSideAxis(placement) === 'y';\n const mainAxisMulti = ['left', 'top'].includes(side) ? -1 : 1;\n const crossAxisMulti = rtl && isVertical ? -1 : 1;\n const rawValue = evaluate(options, state);\n let {\n mainAxis,\n crossAxis,\n alignmentAxis\n } = typeof rawValue === 'number' ? {\n mainAxis: rawValue,\n crossAxis: 0,\n alignmentAxis: null\n } : {\n mainAxis: 0,\n crossAxis: 0,\n alignmentAxis: null,\n ...rawValue\n };\n if (alignment && typeof alignmentAxis === 'number') {\n crossAxis = alignment === 'end' ? alignmentAxis * -1 : alignmentAxis;\n }\n return isVertical ? {\n x: crossAxis * crossAxisMulti,\n y: mainAxis * mainAxisMulti\n } : {\n x: mainAxis * mainAxisMulti,\n y: crossAxis * crossAxisMulti\n };\n}\n\n/**\n * Modifies the placement by translating the floating element along the\n * specified axes.\n * A number (shorthand for `mainAxis` or distance), or an axes configuration\n * object may be passed.\n * @see https://floating-ui.com/docs/offset\n */\nconst offset = function (options) {\n if (options === void 0) {\n options = 0;\n }\n return {\n name: 'offset',\n options,\n async fn(state) {\n var _middlewareData$offse, _middlewareData$arrow;\n const {\n x,\n y,\n placement,\n middlewareData\n } = state;\n const diffCoords = await convertValueToCoords(state, options);\n\n // If the placement is the same and the arrow caused an alignment offset\n // then we don't need to change the positioning coordinates.\n if (placement === ((_middlewareData$offse = middlewareData.offset) == null ? void 0 : _middlewareData$offse.placement) && (_middlewareData$arrow = middlewareData.arrow) != null && _middlewareData$arrow.alignmentOffset) {\n return {};\n }\n return {\n x: x + diffCoords.x,\n y: y + diffCoords.y,\n data: {\n ...diffCoords,\n placement\n }\n };\n }\n };\n};\n\n/**\n * Optimizes the visibility of the floating element by shifting it in order to\n * keep it in view when it will overflow the clipping boundary.\n * @see https://floating-ui.com/docs/shift\n */\nconst shift = function (options) {\n if (options === void 0) {\n options = {};\n }\n return {\n name: 'shift',\n options,\n async fn(state) {\n const {\n x,\n y,\n placement\n } = state;\n const {\n mainAxis: checkMainAxis = true,\n crossAxis: checkCrossAxis = false,\n limiter = {\n fn: _ref => {\n let {\n x,\n y\n } = _ref;\n return {\n x,\n y\n };\n }\n },\n ...detectOverflowOptions\n } = evaluate(options, state);\n const coords = {\n x,\n y\n };\n const overflow = await detectOverflow(state, detectOverflowOptions);\n const crossAxis = getSideAxis(getSide(placement));\n const mainAxis = getOppositeAxis(crossAxis);\n let mainAxisCoord = coords[mainAxis];\n let crossAxisCoord = coords[crossAxis];\n if (checkMainAxis) {\n const minSide = mainAxis === 'y' ? 'top' : 'left';\n const maxSide = mainAxis === 'y' ? 'bottom' : 'right';\n const min = mainAxisCoord + overflow[minSide];\n const max = mainAxisCoord - overflow[maxSide];\n mainAxisCoord = clamp(min, mainAxisCoord, max);\n }\n if (checkCrossAxis) {\n const minSide = crossAxis === 'y' ? 'top' : 'left';\n const maxSide = crossAxis === 'y' ? 'bottom' : 'right';\n const min = crossAxisCoord + overflow[minSide];\n const max = crossAxisCoord - overflow[maxSide];\n crossAxisCoord = clamp(min, crossAxisCoord, max);\n }\n const limitedCoords = limiter.fn({\n ...state,\n [mainAxis]: mainAxisCoord,\n [crossAxis]: crossAxisCoord\n });\n return {\n ...limitedCoords,\n data: {\n x: limitedCoords.x - x,\n y: limitedCoords.y - y\n }\n };\n }\n };\n};\n/**\n * Built-in `limiter` that will stop `shift()` at a certain point.\n */\nconst limitShift = function (options) {\n if (options === void 0) {\n options = {};\n }\n return {\n options,\n fn(state) {\n const {\n x,\n y,\n placement,\n rects,\n middlewareData\n } = state;\n const {\n offset = 0,\n mainAxis: checkMainAxis = true,\n crossAxis: checkCrossAxis = true\n } = evaluate(options, state);\n const coords = {\n x,\n y\n };\n const crossAxis = getSideAxis(placement);\n const mainAxis = getOppositeAxis(crossAxis);\n let mainAxisCoord = coords[mainAxis];\n let crossAxisCoord = coords[crossAxis];\n const rawOffset = evaluate(offset, state);\n const computedOffset = typeof rawOffset === 'number' ? {\n mainAxis: rawOffset,\n crossAxis: 0\n } : {\n mainAxis: 0,\n crossAxis: 0,\n ...rawOffset\n };\n if (checkMainAxis) {\n const len = mainAxis === 'y' ? 'height' : 'width';\n const limitMin = rects.reference[mainAxis] - rects.floating[len] + computedOffset.mainAxis;\n const limitMax = rects.reference[mainAxis] + rects.reference[len] - computedOffset.mainAxis;\n if (mainAxisCoord < limitMin) {\n mainAxisCoord = limitMin;\n } else if (mainAxisCoord > limitMax) {\n mainAxisCoord = limitMax;\n }\n }\n if (checkCrossAxis) {\n var _middlewareData$offse, _middlewareData$offse2;\n const len = mainAxis === 'y' ? 'width' : 'height';\n const isOriginSide = ['top', 'left'].includes(getSide(placement));\n const limitMin = rects.reference[crossAxis] - rects.floating[len] + (isOriginSide ? ((_middlewareData$offse = middlewareData.offset) == null ? void 0 : _middlewareData$offse[crossAxis]) || 0 : 0) + (isOriginSide ? 0 : computedOffset.crossAxis);\n const limitMax = rects.reference[crossAxis] + rects.reference[len] + (isOriginSide ? 0 : ((_middlewareData$offse2 = middlewareData.offset) == null ? void 0 : _middlewareData$offse2[crossAxis]) || 0) - (isOriginSide ? computedOffset.crossAxis : 0);\n if (crossAxisCoord < limitMin) {\n crossAxisCoord = limitMin;\n } else if (crossAxisCoord > limitMax) {\n crossAxisCoord = limitMax;\n }\n }\n return {\n [mainAxis]: mainAxisCoord,\n [crossAxis]: crossAxisCoord\n };\n }\n };\n};\n\n/**\n * Provides data that allows you to change the size of the floating element —\n * for instance, prevent it from overflowing the clipping boundary or match the\n * width of the reference element.\n * @see https://floating-ui.com/docs/size\n */\nconst size = function (options) {\n if (options === void 0) {\n options = {};\n }\n return {\n name: 'size',\n options,\n async fn(state) {\n const {\n placement,\n rects,\n platform,\n elements\n } = state;\n const {\n apply = () => {},\n ...detectOverflowOptions\n } = evaluate(options, state);\n const overflow = await detectOverflow(state, detectOverflowOptions);\n const side = getSide(placement);\n const alignment = getAlignment(placement);\n const isYAxis = getSideAxis(placement) === 'y';\n const {\n width,\n height\n } = rects.floating;\n let heightSide;\n let widthSide;\n if (side === 'top' || side === 'bottom') {\n heightSide = side;\n widthSide = alignment === ((await (platform.isRTL == null ? void 0 : platform.isRTL(elements.floating))) ? 'start' : 'end') ? 'left' : 'right';\n } else {\n widthSide = side;\n heightSide = alignment === 'end' ? 'top' : 'bottom';\n }\n const overflowAvailableHeight = height - overflow[heightSide];\n const overflowAvailableWidth = width - overflow[widthSide];\n const noShift = !state.middlewareData.shift;\n let availableHeight = overflowAvailableHeight;\n let availableWidth = overflowAvailableWidth;\n if (isYAxis) {\n const maximumClippingWidth = width - overflow.left - overflow.right;\n availableWidth = alignment || noShift ? min(overflowAvailableWidth, maximumClippingWidth) : maximumClippingWidth;\n } else {\n const maximumClippingHeight = height - overflow.top - overflow.bottom;\n availableHeight = alignment || noShift ? min(overflowAvailableHeight, maximumClippingHeight) : maximumClippingHeight;\n }\n if (noShift && !alignment) {\n const xMin = max(overflow.left, 0);\n const xMax = max(overflow.right, 0);\n const yMin = max(overflow.top, 0);\n const yMax = max(overflow.bottom, 0);\n if (isYAxis) {\n availableWidth = width - 2 * (xMin !== 0 || xMax !== 0 ? xMin + xMax : max(overflow.left, overflow.right));\n } else {\n availableHeight = height - 2 * (yMin !== 0 || yMax !== 0 ? yMin + yMax : max(overflow.top, overflow.bottom));\n }\n }\n await apply({\n ...state,\n availableWidth,\n availableHeight\n });\n const nextDimensions = await platform.getDimensions(elements.floating);\n if (width !== nextDimensions.width || height !== nextDimensions.height) {\n return {\n reset: {\n rects: true\n }\n };\n }\n return {};\n }\n };\n};\n\nexport { arrow, autoPlacement, computePosition, detectOverflow, flip, hide, inline, limitShift, offset, shift, size 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@@ -1,2 +1,2 @@
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