gsap-react-marquee 0.2.2 → 0.2.3

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.
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+ {"version":3,"file":"index.cjs.js","sources":["../node_modules/.pnpm/react@19.1.1/node_modules/react/jsx-runtime.js","../node_modules/.pnpm/react@19.1.1/node_modules/react/cjs/react-jsx-runtime.production.js","../node_modules/.pnpm/react@19.1.1/node_modules/react/cjs/react-jsx-runtime.development.js","../node_modules/.pnpm/gsap@3.13.0/node_modules/gsap/utils/matrix.js","../node_modules/.pnpm/gsap@3.13.0/node_modules/gsap/Draggable.js","../node_modules/.pnpm/gsap@3.13.0/node_modules/gsap/Observer.js","../node_modules/.pnpm/gsap@3.13.0/node_modules/gsap/utils/VelocityTracker.js","../node_modules/.pnpm/gsap@3.13.0/node_modules/gsap/InertiaPlugin.js","../src/components/gsap-reactmarquee.utils.ts","../src/components/gsap-react-marquee.tsx"],"sourcesContent":["'use strict';\n\nif (process.env.NODE_ENV === 'production') {\n module.exports = require('./cjs/react-jsx-runtime.production.js');\n} else {\n module.exports = require('./cjs/react-jsx-runtime.development.js');\n}\n","/**\n * @license React\n * react-jsx-runtime.production.js\n *\n * Copyright (c) Meta Platforms, Inc. and affiliates.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n */\n\n\"use strict\";\nvar REACT_ELEMENT_TYPE = Symbol.for(\"react.transitional.element\"),\n REACT_FRAGMENT_TYPE = Symbol.for(\"react.fragment\");\nfunction jsxProd(type, config, maybeKey) {\n var key = null;\n void 0 !== maybeKey && (key = \"\" + maybeKey);\n void 0 !== config.key && (key = \"\" + config.key);\n if (\"key\" in config) {\n maybeKey = {};\n for (var propName in config)\n \"key\" !== propName && (maybeKey[propName] = config[propName]);\n } else maybeKey = config;\n config = maybeKey.ref;\n return {\n $$typeof: REACT_ELEMENT_TYPE,\n type: type,\n key: key,\n ref: void 0 !== config ? config : null,\n props: maybeKey\n };\n}\nexports.Fragment = REACT_FRAGMENT_TYPE;\nexports.jsx = jsxProd;\nexports.jsxs = jsxProd;\n","/**\n * @license React\n * react-jsx-runtime.development.js\n *\n * Copyright (c) Meta Platforms, Inc. and affiliates.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n */\n\n\"use strict\";\n\"production\" !== process.env.NODE_ENV &&\n (function () {\n function getComponentNameFromType(type) {\n if (null == type) return null;\n if (\"function\" === typeof type)\n return type.$$typeof === REACT_CLIENT_REFERENCE\n ? null\n : type.displayName || type.name || null;\n if (\"string\" === typeof type) return type;\n switch (type) {\n case REACT_FRAGMENT_TYPE:\n return \"Fragment\";\n case REACT_PROFILER_TYPE:\n return \"Profiler\";\n case REACT_STRICT_MODE_TYPE:\n return \"StrictMode\";\n case REACT_SUSPENSE_TYPE:\n return \"Suspense\";\n case REACT_SUSPENSE_LIST_TYPE:\n return \"SuspenseList\";\n case REACT_ACTIVITY_TYPE:\n return \"Activity\";\n }\n if (\"object\" === typeof type)\n switch (\n (\"number\" === typeof type.tag &&\n console.error(\n \"Received an unexpected object in getComponentNameFromType(). This is likely a bug in React. Please file an issue.\"\n ),\n type.$$typeof)\n ) {\n case REACT_PORTAL_TYPE:\n return \"Portal\";\n case REACT_CONTEXT_TYPE:\n return (type.displayName || \"Context\") + \".Provider\";\n case REACT_CONSUMER_TYPE:\n return (type._context.displayName || \"Context\") + \".Consumer\";\n case REACT_FORWARD_REF_TYPE:\n var innerType = type.render;\n type = type.displayName;\n type ||\n ((type = innerType.displayName || innerType.name || \"\"),\n (type = \"\" !== type ? \"ForwardRef(\" + type + \")\" : \"ForwardRef\"));\n return type;\n case REACT_MEMO_TYPE:\n return (\n (innerType = type.displayName || null),\n null !== innerType\n ? innerType\n : getComponentNameFromType(type.type) || \"Memo\"\n );\n case REACT_LAZY_TYPE:\n innerType = type._payload;\n type = type._init;\n try {\n return getComponentNameFromType(type(innerType));\n } catch (x) {}\n }\n return null;\n }\n function testStringCoercion(value) {\n return \"\" + value;\n }\n function checkKeyStringCoercion(value) {\n try {\n testStringCoercion(value);\n var JSCompiler_inline_result = !1;\n } catch (e) {\n JSCompiler_inline_result = !0;\n }\n if (JSCompiler_inline_result) {\n JSCompiler_inline_result = console;\n var JSCompiler_temp_const = JSCompiler_inline_result.error;\n var JSCompiler_inline_result$jscomp$0 =\n (\"function\" === typeof Symbol &&\n Symbol.toStringTag &&\n value[Symbol.toStringTag]) ||\n value.constructor.name ||\n \"Object\";\n JSCompiler_temp_const.call(\n JSCompiler_inline_result,\n \"The provided key is an unsupported type %s. This value must be coerced to a string before using it here.\",\n JSCompiler_inline_result$jscomp$0\n );\n return testStringCoercion(value);\n }\n }\n function getTaskName(type) {\n if (type === REACT_FRAGMENT_TYPE) return \"<>\";\n if (\n \"object\" === typeof type &&\n null !== type &&\n type.$$typeof === REACT_LAZY_TYPE\n )\n return \"<...>\";\n try {\n var name = getComponentNameFromType(type);\n return name ? \"<\" + name + \">\" : \"<...>\";\n } catch (x) {\n return \"<...>\";\n }\n }\n function getOwner() {\n var dispatcher = ReactSharedInternals.A;\n return null === dispatcher ? null : dispatcher.getOwner();\n }\n function UnknownOwner() {\n return Error(\"react-stack-top-frame\");\n }\n function hasValidKey(config) {\n if (hasOwnProperty.call(config, \"key\")) {\n var getter = Object.getOwnPropertyDescriptor(config, \"key\").get;\n if (getter && getter.isReactWarning) return !1;\n }\n return void 0 !== config.key;\n }\n function defineKeyPropWarningGetter(props, displayName) {\n function warnAboutAccessingKey() {\n specialPropKeyWarningShown ||\n ((specialPropKeyWarningShown = !0),\n console.error(\n \"%s: `key` is not a prop. Trying to access it will result in `undefined` being returned. If you need to access the same value within the child component, you should pass it as a different prop. (https://react.dev/link/special-props)\",\n displayName\n ));\n }\n warnAboutAccessingKey.isReactWarning = !0;\n Object.defineProperty(props, \"key\", {\n get: warnAboutAccessingKey,\n configurable: !0\n });\n }\n function elementRefGetterWithDeprecationWarning() {\n var componentName = getComponentNameFromType(this.type);\n didWarnAboutElementRef[componentName] ||\n ((didWarnAboutElementRef[componentName] = !0),\n console.error(\n \"Accessing element.ref was removed in React 19. ref is now a regular prop. It will be removed from the JSX Element type in a future release.\"\n ));\n componentName = this.props.ref;\n return void 0 !== componentName ? componentName : null;\n }\n function ReactElement(\n type,\n key,\n self,\n source,\n owner,\n props,\n debugStack,\n debugTask\n ) {\n self = props.ref;\n type = {\n $$typeof: REACT_ELEMENT_TYPE,\n type: type,\n key: key,\n props: props,\n _owner: owner\n };\n null !== (void 0 !== self ? self : null)\n ? Object.defineProperty(type, \"ref\", {\n enumerable: !1,\n get: elementRefGetterWithDeprecationWarning\n })\n : Object.defineProperty(type, \"ref\", { enumerable: !1, value: null });\n type._store = {};\n Object.defineProperty(type._store, \"validated\", {\n configurable: !1,\n enumerable: !1,\n writable: !0,\n value: 0\n });\n Object.defineProperty(type, \"_debugInfo\", {\n configurable: !1,\n enumerable: !1,\n writable: !0,\n value: null\n });\n Object.defineProperty(type, \"_debugStack\", {\n configurable: !1,\n enumerable: !1,\n writable: !0,\n value: debugStack\n });\n Object.defineProperty(type, \"_debugTask\", {\n configurable: !1,\n enumerable: !1,\n writable: !0,\n value: debugTask\n });\n Object.freeze && (Object.freeze(type.props), Object.freeze(type));\n return type;\n }\n function jsxDEVImpl(\n type,\n config,\n maybeKey,\n isStaticChildren,\n source,\n self,\n debugStack,\n debugTask\n ) {\n var children = config.children;\n if (void 0 !== children)\n if (isStaticChildren)\n if (isArrayImpl(children)) {\n for (\n isStaticChildren = 0;\n isStaticChildren < children.length;\n isStaticChildren++\n )\n validateChildKeys(children[isStaticChildren]);\n Object.freeze && Object.freeze(children);\n } else\n console.error(\n \"React.jsx: Static children should always be an array. You are likely explicitly calling React.jsxs or React.jsxDEV. Use the Babel transform instead.\"\n );\n else validateChildKeys(children);\n if (hasOwnProperty.call(config, \"key\")) {\n children = getComponentNameFromType(type);\n var keys = Object.keys(config).filter(function (k) {\n return \"key\" !== k;\n });\n isStaticChildren =\n 0 < keys.length\n ? \"{key: someKey, \" + keys.join(\": ..., \") + \": ...}\"\n : \"{key: someKey}\";\n didWarnAboutKeySpread[children + isStaticChildren] ||\n ((keys =\n 0 < keys.length ? \"{\" + keys.join(\": ..., \") + \": ...}\" : \"{}\"),\n console.error(\n 'A props object containing a \"key\" prop is being spread into JSX:\\n let props = %s;\\n <%s {...props} />\\nReact keys must be passed directly to JSX without using spread:\\n let props = %s;\\n <%s key={someKey} {...props} />',\n isStaticChildren,\n children,\n keys,\n children\n ),\n (didWarnAboutKeySpread[children + isStaticChildren] = !0));\n }\n children = null;\n void 0 !== maybeKey &&\n (checkKeyStringCoercion(maybeKey), (children = \"\" + maybeKey));\n hasValidKey(config) &&\n (checkKeyStringCoercion(config.key), (children = \"\" + config.key));\n if (\"key\" in config) {\n maybeKey = {};\n for (var propName in config)\n \"key\" !== propName && (maybeKey[propName] = config[propName]);\n } else maybeKey = config;\n children &&\n defineKeyPropWarningGetter(\n maybeKey,\n \"function\" === typeof type\n ? type.displayName || type.name || \"Unknown\"\n : type\n );\n return ReactElement(\n type,\n children,\n self,\n source,\n getOwner(),\n maybeKey,\n debugStack,\n debugTask\n );\n }\n function validateChildKeys(node) {\n \"object\" === typeof node &&\n null !== node &&\n node.$$typeof === REACT_ELEMENT_TYPE &&\n node._store &&\n (node._store.validated = 1);\n }\n var React = require(\"react\"),\n REACT_ELEMENT_TYPE = Symbol.for(\"react.transitional.element\"),\n REACT_PORTAL_TYPE = Symbol.for(\"react.portal\"),\n REACT_FRAGMENT_TYPE = Symbol.for(\"react.fragment\"),\n REACT_STRICT_MODE_TYPE = Symbol.for(\"react.strict_mode\"),\n REACT_PROFILER_TYPE = Symbol.for(\"react.profiler\");\n Symbol.for(\"react.provider\");\n var REACT_CONSUMER_TYPE = Symbol.for(\"react.consumer\"),\n REACT_CONTEXT_TYPE = Symbol.for(\"react.context\"),\n REACT_FORWARD_REF_TYPE = Symbol.for(\"react.forward_ref\"),\n REACT_SUSPENSE_TYPE = Symbol.for(\"react.suspense\"),\n REACT_SUSPENSE_LIST_TYPE = Symbol.for(\"react.suspense_list\"),\n REACT_MEMO_TYPE = Symbol.for(\"react.memo\"),\n REACT_LAZY_TYPE = Symbol.for(\"react.lazy\"),\n REACT_ACTIVITY_TYPE = Symbol.for(\"react.activity\"),\n REACT_CLIENT_REFERENCE = Symbol.for(\"react.client.reference\"),\n ReactSharedInternals =\n React.__CLIENT_INTERNALS_DO_NOT_USE_OR_WARN_USERS_THEY_CANNOT_UPGRADE,\n hasOwnProperty = Object.prototype.hasOwnProperty,\n isArrayImpl = Array.isArray,\n createTask = console.createTask\n ? console.createTask\n : function () {\n return null;\n };\n React = {\n react_stack_bottom_frame: function (callStackForError) {\n return callStackForError();\n }\n };\n var specialPropKeyWarningShown;\n var didWarnAboutElementRef = {};\n var unknownOwnerDebugStack = React.react_stack_bottom_frame.bind(\n React,\n UnknownOwner\n )();\n var unknownOwnerDebugTask = createTask(getTaskName(UnknownOwner));\n var didWarnAboutKeySpread = {};\n exports.Fragment = REACT_FRAGMENT_TYPE;\n exports.jsx = function (type, config, maybeKey, source, self) {\n var trackActualOwner =\n 1e4 > ReactSharedInternals.recentlyCreatedOwnerStacks++;\n return jsxDEVImpl(\n type,\n config,\n maybeKey,\n !1,\n source,\n self,\n trackActualOwner\n ? Error(\"react-stack-top-frame\")\n : unknownOwnerDebugStack,\n trackActualOwner ? createTask(getTaskName(type)) : unknownOwnerDebugTask\n );\n };\n exports.jsxs = function (type, config, maybeKey, source, self) {\n var trackActualOwner =\n 1e4 > ReactSharedInternals.recentlyCreatedOwnerStacks++;\n return jsxDEVImpl(\n type,\n config,\n maybeKey,\n !0,\n source,\n self,\n trackActualOwner\n ? Error(\"react-stack-top-frame\")\n : unknownOwnerDebugStack,\n trackActualOwner ? createTask(getTaskName(type)) : unknownOwnerDebugTask\n );\n };\n })();\n","/*!\n * matrix 3.13.0\n * https://gsap.com\n *\n * Copyright 2008-2025, GreenSock. All rights reserved.\n * Subject to the terms at https://gsap.com/standard-license\n * @author: Jack Doyle, jack@greensock.com\n*/\n\n/* eslint-disable */\nvar _doc,\n _win,\n _docElement,\n _body,\n _divContainer,\n _svgContainer,\n _identityMatrix,\n _gEl,\n _transformProp = \"transform\",\n _transformOriginProp = _transformProp + \"Origin\",\n _hasOffsetBug,\n _setDoc = function _setDoc(element) {\n var doc = element.ownerDocument || element;\n\n if (!(_transformProp in element.style) && \"msTransform\" in element.style) {\n //to improve compatibility with old Microsoft browsers\n _transformProp = \"msTransform\";\n _transformOriginProp = _transformProp + \"Origin\";\n }\n\n while (doc.parentNode && (doc = doc.parentNode)) {}\n\n _win = window;\n _identityMatrix = new Matrix2D();\n\n if (doc) {\n _doc = doc;\n _docElement = doc.documentElement;\n _body = doc.body;\n _gEl = _doc.createElementNS(\"http://www.w3.org/2000/svg\", \"g\"); // prevent any existing CSS from transforming it\n\n _gEl.style.transform = \"none\"; // now test for the offset reporting bug. Use feature detection instead of browser sniffing to make things more bulletproof and future-proof. Hopefully Safari will fix their bug soon.\n\n var d1 = doc.createElement(\"div\"),\n d2 = doc.createElement(\"div\"),\n root = doc && (doc.body || doc.firstElementChild);\n\n if (root && root.appendChild) {\n root.appendChild(d1);\n d1.appendChild(d2);\n d1.setAttribute(\"style\", \"position:static;transform:translate3d(0,0,1px)\");\n _hasOffsetBug = d2.offsetParent !== d1;\n root.removeChild(d1);\n }\n }\n\n return doc;\n},\n _forceNonZeroScale = function _forceNonZeroScale(e) {\n // walks up the element's ancestors and finds any that had their scale set to 0 via GSAP, and changes them to 0.0001 to ensure that measurements work. Firefox has a bug that causes it to incorrectly report getBoundingClientRect() when scale is 0.\n var a, cache;\n\n while (e && e !== _body) {\n cache = e._gsap;\n cache && cache.uncache && cache.get(e, \"x\"); // force re-parsing of transforms if necessary\n\n if (cache && !cache.scaleX && !cache.scaleY && cache.renderTransform) {\n cache.scaleX = cache.scaleY = 1e-4;\n cache.renderTransform(1, cache);\n a ? a.push(cache) : a = [cache];\n }\n\n e = e.parentNode;\n }\n\n return a;\n},\n // possible future addition: pass an element to _forceDisplay() and it'll walk up all its ancestors and make sure anything with display: none is set to display: block, and if there's no parentNode, it'll add it to the body. It returns an Array that you can then feed to _revertDisplay() to have it revert all the changes it made.\n// _forceDisplay = e => {\n// \tlet a = [],\n// \t\tparent;\n// \twhile (e && e !== _body) {\n// \t\tparent = e.parentNode;\n// \t\t(_win.getComputedStyle(e).display === \"none\" || !parent) && a.push(e, e.style.display, parent) && (e.style.display = \"block\");\n// \t\tparent || _body.appendChild(e);\n// \t\te = parent;\n// \t}\n// \treturn a;\n// },\n// _revertDisplay = a => {\n// \tfor (let i = 0; i < a.length; i+=3) {\n// \t\ta[i+1] ? (a[i].style.display = a[i+1]) : a[i].style.removeProperty(\"display\");\n// \t\ta[i+2] || a[i].parentNode.removeChild(a[i]);\n// \t}\n// },\n_svgTemps = [],\n //we create 3 elements for SVG, and 3 for other DOM elements and cache them for performance reasons. They get nested in _divContainer and _svgContainer so that just one element is added to the DOM on each successive attempt. Again, performance is key.\n_divTemps = [],\n _getDocScrollTop = function _getDocScrollTop() {\n return _win.pageYOffset || _doc.scrollTop || _docElement.scrollTop || _body.scrollTop || 0;\n},\n _getDocScrollLeft = function _getDocScrollLeft() {\n return _win.pageXOffset || _doc.scrollLeft || _docElement.scrollLeft || _body.scrollLeft || 0;\n},\n _svgOwner = function _svgOwner(element) {\n return element.ownerSVGElement || ((element.tagName + \"\").toLowerCase() === \"svg\" ? element : null);\n},\n _isFixed = function _isFixed(element) {\n if (_win.getComputedStyle(element).position === \"fixed\") {\n return true;\n }\n\n element = element.parentNode;\n\n if (element && element.nodeType === 1) {\n // avoid document fragments which will throw an error.\n return _isFixed(element);\n }\n},\n _createSibling = function _createSibling(element, i) {\n if (element.parentNode && (_doc || _setDoc(element))) {\n var svg = _svgOwner(element),\n ns = svg ? svg.getAttribute(\"xmlns\") || \"http://www.w3.org/2000/svg\" : \"http://www.w3.org/1999/xhtml\",\n type = svg ? i ? \"rect\" : \"g\" : \"div\",\n x = i !== 2 ? 0 : 100,\n y = i === 3 ? 100 : 0,\n css = \"position:absolute;display:block;pointer-events:none;margin:0;padding:0;\",\n e = _doc.createElementNS ? _doc.createElementNS(ns.replace(/^https/, \"http\"), type) : _doc.createElement(type);\n\n if (i) {\n if (!svg) {\n if (!_divContainer) {\n _divContainer = _createSibling(element);\n _divContainer.style.cssText = css;\n }\n\n e.style.cssText = css + \"width:0.1px;height:0.1px;top:\" + y + \"px;left:\" + x + \"px\";\n\n _divContainer.appendChild(e);\n } else {\n _svgContainer || (_svgContainer = _createSibling(element));\n e.setAttribute(\"width\", 0.01);\n e.setAttribute(\"height\", 0.01);\n e.setAttribute(\"transform\", \"translate(\" + x + \",\" + y + \")\");\n\n _svgContainer.appendChild(e);\n }\n }\n\n return e;\n }\n\n throw \"Need document and parent.\";\n},\n _consolidate = function _consolidate(m) {\n // replaces SVGTransformList.consolidate() because a bug in Firefox causes it to break pointer events. See https://gsap.com/forums/topic/23248-touch-is-not-working-on-draggable-in-firefox-windows-v324/?tab=comments#comment-109800\n var c = new Matrix2D(),\n i = 0;\n\n for (; i < m.numberOfItems; i++) {\n c.multiply(m.getItem(i).matrix);\n }\n\n return c;\n},\n _getCTM = function _getCTM(svg) {\n var m = svg.getCTM(),\n transform;\n\n if (!m) {\n // Firefox returns null for getCTM() on root <svg> elements, so this is a workaround using a <g> that we temporarily append.\n transform = svg.style[_transformProp];\n svg.style[_transformProp] = \"none\"; // a bug in Firefox causes css transforms to contaminate the getCTM()\n\n svg.appendChild(_gEl);\n m = _gEl.getCTM();\n svg.removeChild(_gEl);\n transform ? svg.style[_transformProp] = transform : svg.style.removeProperty(_transformProp.replace(/([A-Z])/g, \"-$1\").toLowerCase());\n }\n\n return m || _identityMatrix.clone(); // Firefox will still return null if the <svg> has a width/height of 0 in the browser.\n},\n _placeSiblings = function _placeSiblings(element, adjustGOffset) {\n var svg = _svgOwner(element),\n isRootSVG = element === svg,\n siblings = svg ? _svgTemps : _divTemps,\n parent = element.parentNode,\n appendToEl = parent && !svg && parent.shadowRoot && parent.shadowRoot.appendChild ? parent.shadowRoot : parent,\n container,\n m,\n b,\n x,\n y,\n cs;\n\n if (element === _win) {\n return element;\n }\n\n siblings.length || siblings.push(_createSibling(element, 1), _createSibling(element, 2), _createSibling(element, 3));\n container = svg ? _svgContainer : _divContainer;\n\n if (svg) {\n if (isRootSVG) {\n b = _getCTM(element);\n x = -b.e / b.a;\n y = -b.f / b.d;\n m = _identityMatrix;\n } else if (element.getBBox) {\n b = element.getBBox();\n m = element.transform ? element.transform.baseVal : {}; // IE11 doesn't follow the spec.\n\n m = !m.numberOfItems ? _identityMatrix : m.numberOfItems > 1 ? _consolidate(m) : m.getItem(0).matrix; // don't call m.consolidate().matrix because a bug in Firefox makes pointer events not work when consolidate() is called on the same tick as getBoundingClientRect()! See https://gsap.com/forums/topic/23248-touch-is-not-working-on-draggable-in-firefox-windows-v324/?tab=comments#comment-109800\n\n x = m.a * b.x + m.c * b.y;\n y = m.b * b.x + m.d * b.y;\n } else {\n // may be a <mask> which has no getBBox() so just use defaults instead of throwing errors.\n m = new Matrix2D();\n x = y = 0;\n }\n\n if (adjustGOffset && element.tagName.toLowerCase() === \"g\") {\n x = y = 0;\n }\n\n (isRootSVG ? svg : parent).appendChild(container);\n container.setAttribute(\"transform\", \"matrix(\" + m.a + \",\" + m.b + \",\" + m.c + \",\" + m.d + \",\" + (m.e + x) + \",\" + (m.f + y) + \")\");\n } else {\n x = y = 0;\n\n if (_hasOffsetBug) {\n // some browsers (like Safari) have a bug that causes them to misreport offset values. When an ancestor element has a transform applied, it's supposed to treat it as if it's position: relative (new context). Safari botches this, so we need to find the closest ancestor (between the element and its offsetParent) that has a transform applied and if one is found, grab its offsetTop/Left and subtract them to compensate.\n m = element.offsetParent;\n b = element;\n\n while (b && (b = b.parentNode) && b !== m && b.parentNode) {\n if ((_win.getComputedStyle(b)[_transformProp] + \"\").length > 4) {\n x = b.offsetLeft;\n y = b.offsetTop;\n b = 0;\n }\n }\n }\n\n cs = _win.getComputedStyle(element);\n\n if (cs.position !== \"absolute\" && cs.position !== \"fixed\") {\n m = element.offsetParent;\n\n while (parent && parent !== m) {\n // if there's an ancestor element between the element and its offsetParent that's scrolled, we must factor that in.\n x += parent.scrollLeft || 0;\n y += parent.scrollTop || 0;\n parent = parent.parentNode;\n }\n }\n\n b = container.style;\n b.top = element.offsetTop - y + \"px\";\n b.left = element.offsetLeft - x + \"px\";\n b[_transformProp] = cs[_transformProp];\n b[_transformOriginProp] = cs[_transformOriginProp]; // b.border = m.border;\n // b.borderLeftStyle = m.borderLeftStyle;\n // b.borderTopStyle = m.borderTopStyle;\n // b.borderLeftWidth = m.borderLeftWidth;\n // b.borderTopWidth = m.borderTopWidth;\n\n b.position = cs.position === \"fixed\" ? \"fixed\" : \"absolute\";\n appendToEl.appendChild(container);\n }\n\n return container;\n},\n _setMatrix = function _setMatrix(m, a, b, c, d, e, f) {\n m.a = a;\n m.b = b;\n m.c = c;\n m.d = d;\n m.e = e;\n m.f = f;\n return m;\n};\n\nexport var Matrix2D = /*#__PURE__*/function () {\n function Matrix2D(a, b, c, d, e, f) {\n if (a === void 0) {\n a = 1;\n }\n\n if (b === void 0) {\n b = 0;\n }\n\n if (c === void 0) {\n c = 0;\n }\n\n if (d === void 0) {\n d = 1;\n }\n\n if (e === void 0) {\n e = 0;\n }\n\n if (f === void 0) {\n f = 0;\n }\n\n _setMatrix(this, a, b, c, d, e, f);\n }\n\n var _proto = Matrix2D.prototype;\n\n _proto.inverse = function inverse() {\n var a = this.a,\n b = this.b,\n c = this.c,\n d = this.d,\n e = this.e,\n f = this.f,\n determinant = a * d - b * c || 1e-10;\n return _setMatrix(this, d / determinant, -b / determinant, -c / determinant, a / determinant, (c * f - d * e) / determinant, -(a * f - b * e) / determinant);\n };\n\n _proto.multiply = function multiply(matrix) {\n var a = this.a,\n b = this.b,\n c = this.c,\n d = this.d,\n e = this.e,\n f = this.f,\n a2 = matrix.a,\n b2 = matrix.c,\n c2 = matrix.b,\n d2 = matrix.d,\n e2 = matrix.e,\n f2 = matrix.f;\n return _setMatrix(this, a2 * a + c2 * c, a2 * b + c2 * d, b2 * a + d2 * c, b2 * b + d2 * d, e + e2 * a + f2 * c, f + e2 * b + f2 * d);\n };\n\n _proto.clone = function clone() {\n return new Matrix2D(this.a, this.b, this.c, this.d, this.e, this.f);\n };\n\n _proto.equals = function equals(matrix) {\n var a = this.a,\n b = this.b,\n c = this.c,\n d = this.d,\n e = this.e,\n f = this.f;\n return a === matrix.a && b === matrix.b && c === matrix.c && d === matrix.d && e === matrix.e && f === matrix.f;\n };\n\n _proto.apply = function apply(point, decoratee) {\n if (decoratee === void 0) {\n decoratee = {};\n }\n\n var x = point.x,\n y = point.y,\n a = this.a,\n b = this.b,\n c = this.c,\n d = this.d,\n e = this.e,\n f = this.f;\n decoratee.x = x * a + y * c + e || 0;\n decoratee.y = x * b + y * d + f || 0;\n return decoratee;\n };\n\n return Matrix2D;\n}(); // Feed in an element and it'll return a 2D matrix (optionally inverted) so that you can translate between coordinate spaces.\n// Inverting lets you translate a global point into a local coordinate space. No inverting lets you go the other way.\n// We needed this to work around various browser bugs, like Firefox doesn't accurately report getScreenCTM() when there\n// are transforms applied to ancestor elements.\n// The matrix math to convert any x/y coordinate is as follows, which is wrapped in a convenient apply() method of Matrix2D above:\n// tx = m.a * x + m.c * y + m.e\n// ty = m.b * x + m.d * y + m.f\n\nexport function getGlobalMatrix(element, inverse, adjustGOffset, includeScrollInFixed) {\n // adjustGOffset is typically used only when grabbing an element's PARENT's global matrix, and it ignores the x/y offset of any SVG <g> elements because they behave in a special way.\n if (!element || !element.parentNode || (_doc || _setDoc(element)).documentElement === element) {\n return new Matrix2D();\n }\n\n var zeroScales = _forceNonZeroScale(element),\n svg = _svgOwner(element),\n temps = svg ? _svgTemps : _divTemps,\n container = _placeSiblings(element, adjustGOffset),\n b1 = temps[0].getBoundingClientRect(),\n b2 = temps[1].getBoundingClientRect(),\n b3 = temps[2].getBoundingClientRect(),\n parent = container.parentNode,\n isFixed = !includeScrollInFixed && _isFixed(element),\n m = new Matrix2D((b2.left - b1.left) / 100, (b2.top - b1.top) / 100, (b3.left - b1.left) / 100, (b3.top - b1.top) / 100, b1.left + (isFixed ? 0 : _getDocScrollLeft()), b1.top + (isFixed ? 0 : _getDocScrollTop()));\n\n parent.removeChild(container);\n\n if (zeroScales) {\n b1 = zeroScales.length;\n\n while (b1--) {\n b2 = zeroScales[b1];\n b2.scaleX = b2.scaleY = 0;\n b2.renderTransform(1, b2);\n }\n }\n\n return inverse ? m.inverse() : m;\n}\nexport { _getDocScrollTop, _getDocScrollLeft, _setDoc, _isFixed, _getCTM }; // export function getMatrix(element) {\n// \t_doc || _setDoc(element);\n// \tlet m = (_win.getComputedStyle(element)[_transformProp] + \"\").substr(7).match(/[-.]*\\d+[.e\\-+]*\\d*[e\\-\\+]*\\d*/g),\n// \t\tis2D = m && m.length === 6;\n// \treturn !m || m.length < 6 ? new Matrix2D() : new Matrix2D(+m[0], +m[1], +m[is2D ? 2 : 4], +m[is2D ? 3 : 5], +m[is2D ? 4 : 12], +m[is2D ? 5 : 13]);\n// }","function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _inheritsLoose(subClass, superClass) { subClass.prototype = Object.create(superClass.prototype); subClass.prototype.constructor = subClass; subClass.__proto__ = superClass; }\n\n/*!\n * Draggable 3.13.0\n * https://gsap.com\n *\n * @license Copyright 2008-2025, GreenSock. All rights reserved.\n * Subject to the terms at https://gsap.com/standard-license\n * @author: Jack Doyle, jack@greensock.com\n */\n\n/* eslint-disable */\nimport { getGlobalMatrix, Matrix2D } from \"./utils/matrix.js\";\n\nvar gsap,\n _win,\n _doc,\n _docElement,\n _body,\n _tempDiv,\n _placeholderDiv,\n _coreInitted,\n _checkPrefix,\n _toArray,\n _supportsPassive,\n _isTouchDevice,\n _touchEventLookup,\n _isMultiTouching,\n _isAndroid,\n InertiaPlugin,\n _defaultCursor,\n _supportsPointer,\n _context,\n _getStyleSaver,\n _dragCount = 0,\n _windowExists = function _windowExists() {\n return typeof window !== \"undefined\";\n},\n _getGSAP = function _getGSAP() {\n return gsap || _windowExists() && (gsap = window.gsap) && gsap.registerPlugin && gsap;\n},\n _isFunction = function _isFunction(value) {\n return typeof value === \"function\";\n},\n _isObject = function _isObject(value) {\n return typeof value === \"object\";\n},\n _isUndefined = function _isUndefined(value) {\n return typeof value === \"undefined\";\n},\n _emptyFunc = function _emptyFunc() {\n return false;\n},\n _transformProp = \"transform\",\n _transformOriginProp = \"transformOrigin\",\n _round = function _round(value) {\n return Math.round(value * 10000) / 10000;\n},\n _isArray = Array.isArray,\n _createElement = function _createElement(type, ns) {\n var e = _doc.createElementNS ? _doc.createElementNS((ns || \"http://www.w3.org/1999/xhtml\").replace(/^https/, \"http\"), type) : _doc.createElement(type); //some servers swap in https for http in the namespace which can break things, making \"style\" inaccessible.\n\n return e.style ? e : _doc.createElement(type); //some environments won't allow access to the element's style when created with a namespace in which case we default to the standard createElement() to work around the issue. Also note that when GSAP is embedded directly inside an SVG file, createElement() won't allow access to the style object in Firefox (see https://gsap.com/forums/topic/20215-problem-using-tweenmax-in-standalone-self-containing-svg-file-err-cannot-set-property-csstext-of-undefined/).\n},\n _RAD2DEG = 180 / Math.PI,\n _bigNum = 1e20,\n _identityMatrix = new Matrix2D(),\n _getTime = Date.now || function () {\n return new Date().getTime();\n},\n _renderQueue = [],\n _lookup = {},\n //when a Draggable is created, the target gets a unique _gsDragID property that allows gets associated with the Draggable instance for quick lookups in Draggable.get(). This avoids circular references that could cause gc problems.\n_lookupCount = 0,\n _clickableTagExp = /^(?:a|input|textarea|button|select)$/i,\n _lastDragTime = 0,\n _temp1 = {},\n // a simple object we reuse and populate (usually x/y properties) to conserve memory and improve performance.\n_windowProxy = {},\n //memory/performance optimization - we reuse this object during autoScroll to store window-related bounds/offsets.\n_copy = function _copy(obj, factor) {\n var copy = {},\n p;\n\n for (p in obj) {\n copy[p] = factor ? obj[p] * factor : obj[p];\n }\n\n return copy;\n},\n _extend = function _extend(obj, defaults) {\n for (var p in defaults) {\n if (!(p in obj)) {\n obj[p] = defaults[p];\n }\n }\n\n return obj;\n},\n _setTouchActionForAllDescendants = function _setTouchActionForAllDescendants(elements, value) {\n var i = elements.length,\n children;\n\n while (i--) {\n value ? elements[i].style.touchAction = value : elements[i].style.removeProperty(\"touch-action\");\n children = elements[i].children;\n children && children.length && _setTouchActionForAllDescendants(children, value);\n }\n},\n _renderQueueTick = function _renderQueueTick() {\n return _renderQueue.forEach(function (func) {\n return func();\n });\n},\n _addToRenderQueue = function _addToRenderQueue(func) {\n _renderQueue.push(func);\n\n if (_renderQueue.length === 1) {\n gsap.ticker.add(_renderQueueTick);\n }\n},\n _renderQueueTimeout = function _renderQueueTimeout() {\n return !_renderQueue.length && gsap.ticker.remove(_renderQueueTick);\n},\n _removeFromRenderQueue = function _removeFromRenderQueue(func) {\n var i = _renderQueue.length;\n\n while (i--) {\n if (_renderQueue[i] === func) {\n _renderQueue.splice(i, 1);\n }\n }\n\n gsap.to(_renderQueueTimeout, {\n overwrite: true,\n delay: 15,\n duration: 0,\n onComplete: _renderQueueTimeout,\n data: \"_draggable\"\n }); //remove the \"tick\" listener only after the render queue is empty for 15 seconds (to improve performance). Adding/removing it constantly for every click/touch wouldn't deliver optimal speed, and we also don't want the ticker to keep calling the render method when things are idle for long periods of time (we want to improve battery life on mobile devices).\n},\n _setDefaults = function _setDefaults(obj, defaults) {\n for (var p in defaults) {\n if (!(p in obj)) {\n obj[p] = defaults[p];\n }\n }\n\n return obj;\n},\n _addListener = function _addListener(element, type, func, capture) {\n if (element.addEventListener) {\n var touchType = _touchEventLookup[type];\n capture = capture || (_supportsPassive ? {\n passive: false\n } : null);\n element.addEventListener(touchType || type, func, capture);\n touchType && type !== touchType && element.addEventListener(type, func, capture); //some browsers actually support both, so must we. But pointer events cover all.\n }\n},\n _removeListener = function _removeListener(element, type, func, capture) {\n if (element.removeEventListener) {\n var touchType = _touchEventLookup[type];\n element.removeEventListener(touchType || type, func, capture);\n touchType && type !== touchType && element.removeEventListener(type, func, capture);\n }\n},\n _preventDefault = function _preventDefault(event) {\n event.preventDefault && event.preventDefault();\n event.preventManipulation && event.preventManipulation(); //for some Microsoft browsers\n},\n _hasTouchID = function _hasTouchID(list, ID) {\n var i = list.length;\n\n while (i--) {\n if (list[i].identifier === ID) {\n return true;\n }\n }\n},\n _onMultiTouchDocumentEnd = function _onMultiTouchDocumentEnd(event) {\n _isMultiTouching = event.touches && _dragCount < event.touches.length;\n\n _removeListener(event.target, \"touchend\", _onMultiTouchDocumentEnd);\n},\n _onMultiTouchDocument = function _onMultiTouchDocument(event) {\n _isMultiTouching = event.touches && _dragCount < event.touches.length;\n\n _addListener(event.target, \"touchend\", _onMultiTouchDocumentEnd);\n},\n _getDocScrollTop = function _getDocScrollTop(doc) {\n return _win.pageYOffset || doc.scrollTop || doc.documentElement.scrollTop || doc.body.scrollTop || 0;\n},\n _getDocScrollLeft = function _getDocScrollLeft(doc) {\n return _win.pageXOffset || doc.scrollLeft || doc.documentElement.scrollLeft || doc.body.scrollLeft || 0;\n},\n _addScrollListener = function _addScrollListener(e, callback) {\n _addListener(e, \"scroll\", callback);\n\n if (!_isRoot(e.parentNode)) {\n _addScrollListener(e.parentNode, callback);\n }\n},\n _removeScrollListener = function _removeScrollListener(e, callback) {\n _removeListener(e, \"scroll\", callback);\n\n if (!_isRoot(e.parentNode)) {\n _removeScrollListener(e.parentNode, callback);\n }\n},\n _isRoot = function _isRoot(e) {\n return !!(!e || e === _docElement || e.nodeType === 9 || e === _doc.body || e === _win || !e.nodeType || !e.parentNode);\n},\n _getMaxScroll = function _getMaxScroll(element, axis) {\n var dim = axis === \"x\" ? \"Width\" : \"Height\",\n scroll = \"scroll\" + dim,\n client = \"client\" + dim;\n return Math.max(0, _isRoot(element) ? Math.max(_docElement[scroll], _body[scroll]) - (_win[\"inner\" + dim] || _docElement[client] || _body[client]) : element[scroll] - element[client]);\n},\n _recordMaxScrolls = function _recordMaxScrolls(e, skipCurrent) {\n //records _gsMaxScrollX and _gsMaxScrollY properties for the element and all ancestors up the chain so that we can cap it, otherwise dragging beyond the edges with autoScroll on can endlessly scroll.\n var x = _getMaxScroll(e, \"x\"),\n y = _getMaxScroll(e, \"y\");\n\n if (_isRoot(e)) {\n e = _windowProxy;\n } else {\n _recordMaxScrolls(e.parentNode, skipCurrent);\n }\n\n e._gsMaxScrollX = x;\n e._gsMaxScrollY = y;\n\n if (!skipCurrent) {\n e._gsScrollX = e.scrollLeft || 0;\n e._gsScrollY = e.scrollTop || 0;\n }\n},\n _setStyle = function _setStyle(element, property, value) {\n var style = element.style;\n\n if (!style) {\n return;\n }\n\n if (_isUndefined(style[property])) {\n property = _checkPrefix(property, element) || property;\n }\n\n if (value == null) {\n style.removeProperty && style.removeProperty(property.replace(/([A-Z])/g, \"-$1\").toLowerCase());\n } else {\n style[property] = value;\n }\n},\n _getComputedStyle = function _getComputedStyle(element) {\n return _win.getComputedStyle(element instanceof Element ? element : element.host || (element.parentNode || {}).host || element);\n},\n //the \"host\" stuff helps to accommodate ShadowDom objects.\n_tempRect = {},\n //reuse to reduce garbage collection tasks\n_parseRect = function _parseRect(e) {\n //accepts a DOM element, a mouse event, or a rectangle object and returns the corresponding rectangle with left, right, width, height, top, and bottom properties\n if (e === _win) {\n _tempRect.left = _tempRect.top = 0;\n _tempRect.width = _tempRect.right = _docElement.clientWidth || e.innerWidth || _body.clientWidth || 0;\n _tempRect.height = _tempRect.bottom = (e.innerHeight || 0) - 20 < _docElement.clientHeight ? _docElement.clientHeight : e.innerHeight || _body.clientHeight || 0;\n return _tempRect;\n }\n\n var doc = e.ownerDocument || _doc,\n r = !_isUndefined(e.pageX) ? {\n left: e.pageX - _getDocScrollLeft(doc),\n top: e.pageY - _getDocScrollTop(doc),\n right: e.pageX - _getDocScrollLeft(doc) + 1,\n bottom: e.pageY - _getDocScrollTop(doc) + 1\n } : !e.nodeType && !_isUndefined(e.left) && !_isUndefined(e.top) ? e : _toArray(e)[0].getBoundingClientRect();\n\n if (_isUndefined(r.right) && !_isUndefined(r.width)) {\n r.right = r.left + r.width;\n r.bottom = r.top + r.height;\n } else if (_isUndefined(r.width)) {\n //some browsers don't include width and height properties. We can't just set them directly on r because some browsers throw errors, so create a new generic object.\n r = {\n width: r.right - r.left,\n height: r.bottom - r.top,\n right: r.right,\n left: r.left,\n bottom: r.bottom,\n top: r.top\n };\n }\n\n return r;\n},\n _dispatchEvent = function _dispatchEvent(target, type, callbackName) {\n var vars = target.vars,\n callback = vars[callbackName],\n listeners = target._listeners[type],\n result;\n\n if (_isFunction(callback)) {\n result = callback.apply(vars.callbackScope || target, vars[callbackName + \"Params\"] || [target.pointerEvent]);\n }\n\n if (listeners && target.dispatchEvent(type) === false) {\n result = false;\n }\n\n return result;\n},\n _getBounds = function _getBounds(target, context) {\n //accepts any of the following: a DOM element, jQuery object, selector text, or an object defining bounds as {top, left, width, height} or {minX, maxX, minY, maxY}. Returns an object with left, top, width, and height properties.\n var e = _toArray(target)[0],\n top,\n left,\n offset;\n\n if (!e.nodeType && e !== _win) {\n if (!_isUndefined(target.left)) {\n offset = {\n x: 0,\n y: 0\n }; //_getOffsetTransformOrigin(context); //the bounds should be relative to the origin\n\n return {\n left: target.left - offset.x,\n top: target.top - offset.y,\n width: target.width,\n height: target.height\n };\n }\n\n left = target.min || target.minX || target.minRotation || 0;\n top = target.min || target.minY || 0;\n return {\n left: left,\n top: top,\n width: (target.max || target.maxX || target.maxRotation || 0) - left,\n height: (target.max || target.maxY || 0) - top\n };\n }\n\n return _getElementBounds(e, context);\n},\n _point1 = {},\n //we reuse to minimize garbage collection tasks.\n_getElementBounds = function _getElementBounds(element, context) {\n context = _toArray(context)[0];\n var isSVG = element.getBBox && element.ownerSVGElement,\n doc = element.ownerDocument || _doc,\n left,\n right,\n top,\n bottom,\n matrix,\n p1,\n p2,\n p3,\n p4,\n bbox,\n width,\n height,\n cs;\n\n if (element === _win) {\n top = _getDocScrollTop(doc);\n left = _getDocScrollLeft(doc);\n right = left + (doc.documentElement.clientWidth || element.innerWidth || doc.body.clientWidth || 0);\n bottom = top + ((element.innerHeight || 0) - 20 < doc.documentElement.clientHeight ? doc.documentElement.clientHeight : element.innerHeight || doc.body.clientHeight || 0); //some browsers (like Firefox) ignore absolutely positioned elements, and collapse the height of the documentElement, so it could be 8px, for example, if you have just an absolutely positioned div. In that case, we use the innerHeight to resolve this.\n } else if (context === _win || _isUndefined(context)) {\n return element.getBoundingClientRect();\n } else {\n left = top = 0;\n\n if (isSVG) {\n bbox = element.getBBox();\n width = bbox.width;\n height = bbox.height;\n } else {\n if (element.viewBox && (bbox = element.viewBox.baseVal)) {\n left = bbox.x || 0;\n top = bbox.y || 0;\n width = bbox.width;\n height = bbox.height;\n }\n\n if (!width) {\n cs = _getComputedStyle(element);\n bbox = cs.boxSizing === \"border-box\";\n width = (parseFloat(cs.width) || element.clientWidth || 0) + (bbox ? 0 : parseFloat(cs.borderLeftWidth) + parseFloat(cs.borderRightWidth));\n height = (parseFloat(cs.height) || element.clientHeight || 0) + (bbox ? 0 : parseFloat(cs.borderTopWidth) + parseFloat(cs.borderBottomWidth));\n }\n }\n\n right = width;\n bottom = height;\n }\n\n if (element === context) {\n return {\n left: left,\n top: top,\n width: right - left,\n height: bottom - top\n };\n }\n\n matrix = getGlobalMatrix(context, true).multiply(getGlobalMatrix(element));\n p1 = matrix.apply({\n x: left,\n y: top\n });\n p2 = matrix.apply({\n x: right,\n y: top\n });\n p3 = matrix.apply({\n x: right,\n y: bottom\n });\n p4 = matrix.apply({\n x: left,\n y: bottom\n });\n left = Math.min(p1.x, p2.x, p3.x, p4.x);\n top = Math.min(p1.y, p2.y, p3.y, p4.y);\n return {\n left: left,\n top: top,\n width: Math.max(p1.x, p2.x, p3.x, p4.x) - left,\n height: Math.max(p1.y, p2.y, p3.y, p4.y) - top\n };\n},\n _parseInertia = function _parseInertia(draggable, snap, max, min, factor, forceZeroVelocity) {\n var vars = {},\n a,\n i,\n l;\n\n if (snap) {\n if (factor !== 1 && snap instanceof Array) {\n //some data must be altered to make sense, like if the user passes in an array of rotational values in degrees, we must convert it to radians. Or for scrollLeft and scrollTop, we invert the values.\n vars.end = a = [];\n l = snap.length;\n\n if (_isObject(snap[0])) {\n //if the array is populated with objects, like points ({x:100, y:200}), make copies before multiplying by the factor, otherwise we'll mess up the originals and the user may reuse it elsewhere.\n for (i = 0; i < l; i++) {\n a[i] = _copy(snap[i], factor);\n }\n } else {\n for (i = 0; i < l; i++) {\n a[i] = snap[i] * factor;\n }\n }\n\n max += 1.1; //allow 1.1 pixels of wiggle room when snapping in order to work around some browser inconsistencies in the way bounds are reported which can make them roughly a pixel off. For example, if \"snap:[-$('#menu').width(), 0]\" was defined and #menu had a wrapper that was used as the bounds, some browsers would be one pixel off, making the minimum -752 for example when snap was [-753,0], thus instead of snapping to -753, it would snap to 0 since -753 was below the minimum.\n\n min -= 1.1;\n } else if (_isFunction(snap)) {\n vars.end = function (value) {\n var result = snap.call(draggable, value),\n copy,\n p;\n\n if (factor !== 1) {\n if (_isObject(result)) {\n copy = {};\n\n for (p in result) {\n copy[p] = result[p] * factor;\n }\n\n result = copy;\n } else {\n result *= factor;\n }\n }\n\n return result; //we need to ensure that we can scope the function call to the Draggable instance itself so that users can access important values like maxX, minX, maxY, minY, x, and y from within that function.\n };\n } else {\n vars.end = snap;\n }\n }\n\n if (max || max === 0) {\n vars.max = max;\n }\n\n if (min || min === 0) {\n vars.min = min;\n }\n\n if (forceZeroVelocity) {\n vars.velocity = 0;\n }\n\n return vars;\n},\n _isClickable = function _isClickable(element) {\n //sometimes it's convenient to mark an element as clickable by adding a data-clickable=\"true\" attribute (in which case we won't preventDefault() the mouse/touch event). This method checks if the element is an <a>, <input>, or <button> or has the data-clickable or contentEditable attribute set to true (or any of its parent elements).\n var data;\n return !element || !element.getAttribute || element === _body ? false : (data = element.getAttribute(\"data-clickable\")) === \"true\" || data !== \"false\" && (_clickableTagExp.test(element.nodeName + \"\") || element.getAttribute(\"contentEditable\") === \"true\") ? true : _isClickable(element.parentNode);\n},\n _setSelectable = function _setSelectable(elements, selectable) {\n var i = elements.length,\n e;\n\n while (i--) {\n e = elements[i];\n e.ondragstart = e.onselectstart = selectable ? null : _emptyFunc;\n gsap.set(e, {\n lazy: true,\n userSelect: selectable ? \"text\" : \"none\"\n });\n }\n},\n _isFixed = function _isFixed(element) {\n if (_getComputedStyle(element).position === \"fixed\") {\n return true;\n }\n\n element = element.parentNode;\n\n if (element && element.nodeType === 1) {\n // avoid document fragments which will throw an error.\n return _isFixed(element);\n }\n},\n _supports3D,\n _addPaddingBR,\n //The ScrollProxy class wraps an element's contents into another div (we call it \"content\") that we either add padding when necessary or apply a translate3d() transform in order to overscroll (scroll past the boundaries). This allows us to simply set the scrollTop/scrollLeft (or top/left for easier reverse-axis orientation, which is what we do in Draggable) and it'll do all the work for us. For example, if we tried setting scrollTop to -100 on a normal DOM element, it wouldn't work - it'd look the same as setting it to 0, but if we set scrollTop of a ScrollProxy to -100, it'll give the correct appearance by either setting paddingTop of the wrapper to 100 or applying a 100-pixel translateY.\nScrollProxy = function ScrollProxy(element, vars) {\n element = gsap.utils.toArray(element)[0];\n vars = vars || {};\n var content = document.createElement(\"div\"),\n style = content.style,\n node = element.firstChild,\n offsetTop = 0,\n offsetLeft = 0,\n prevTop = element.scrollTop,\n prevLeft = element.scrollLeft,\n scrollWidth = element.scrollWidth,\n scrollHeight = element.scrollHeight,\n extraPadRight = 0,\n maxLeft = 0,\n maxTop = 0,\n elementWidth,\n elementHeight,\n contentHeight,\n nextNode,\n transformStart,\n transformEnd;\n\n if (_supports3D && vars.force3D !== false) {\n transformStart = \"translate3d(\";\n transformEnd = \"px,0px)\";\n } else if (_transformProp) {\n transformStart = \"translate(\";\n transformEnd = \"px)\";\n }\n\n this.scrollTop = function (value, force) {\n if (!arguments.length) {\n return -this.top();\n }\n\n this.top(-value, force);\n };\n\n this.scrollLeft = function (value, force) {\n if (!arguments.length) {\n return -this.left();\n }\n\n this.left(-value, force);\n };\n\n this.left = function (value, force) {\n if (!arguments.length) {\n return -(element.scrollLeft + offsetLeft);\n }\n\n var dif = element.scrollLeft - prevLeft,\n oldOffset = offsetLeft;\n\n if ((dif > 2 || dif < -2) && !force) {\n //if the user interacts with the scrollbar (or something else scrolls it, like the mouse wheel), we should kill any tweens of the ScrollProxy.\n prevLeft = element.scrollLeft;\n gsap.killTweensOf(this, {\n left: 1,\n scrollLeft: 1\n });\n this.left(-prevLeft);\n\n if (vars.onKill) {\n vars.onKill();\n }\n\n return;\n }\n\n value = -value; //invert because scrolling works in the opposite direction\n\n if (value < 0) {\n offsetLeft = value - 0.5 | 0;\n value = 0;\n } else if (value > maxLeft) {\n offsetLeft = value - maxLeft | 0;\n value = maxLeft;\n } else {\n offsetLeft = 0;\n }\n\n if (offsetLeft || oldOffset) {\n if (!this._skip) {\n style[_transformProp] = transformStart + -offsetLeft + \"px,\" + -offsetTop + transformEnd;\n }\n\n if (offsetLeft + extraPadRight >= 0) {\n style.paddingRight = offsetLeft + extraPadRight + \"px\";\n }\n }\n\n element.scrollLeft = value | 0;\n prevLeft = element.scrollLeft; //don't merge this with the line above because some browsers adjust the scrollLeft after it's set, so in order to be 100% accurate in tracking it, we need to ask the browser to report it.\n };\n\n this.top = function (value, force) {\n if (!arguments.length) {\n return -(element.scrollTop + offsetTop);\n }\n\n var dif = element.scrollTop - prevTop,\n oldOffset = offsetTop;\n\n if ((dif > 2 || dif < -2) && !force) {\n //if the user interacts with the scrollbar (or something else scrolls it, like the mouse wheel), we should kill any tweens of the ScrollProxy.\n prevTop = element.scrollTop;\n gsap.killTweensOf(this, {\n top: 1,\n scrollTop: 1\n });\n this.top(-prevTop);\n\n if (vars.onKill) {\n vars.onKill();\n }\n\n return;\n }\n\n value = -value; //invert because scrolling works in the opposite direction\n\n if (value < 0) {\n offsetTop = value - 0.5 | 0;\n value = 0;\n } else if (value > maxTop) {\n offsetTop = value - maxTop | 0;\n value = maxTop;\n } else {\n offsetTop = 0;\n }\n\n if (offsetTop || oldOffset) {\n if (!this._skip) {\n style[_transformProp] = transformStart + -offsetLeft + \"px,\" + -offsetTop + transformEnd;\n }\n }\n\n element.scrollTop = value | 0;\n prevTop = element.scrollTop;\n };\n\n this.maxScrollTop = function () {\n return maxTop;\n };\n\n this.maxScrollLeft = function () {\n return maxLeft;\n };\n\n this.disable = function () {\n node = content.firstChild;\n\n while (node) {\n nextNode = node.nextSibling;\n element.appendChild(node);\n node = nextNode;\n }\n\n if (element === content.parentNode) {\n //in case disable() is called when it's already disabled.\n element.removeChild(content);\n }\n };\n\n this.enable = function () {\n node = element.firstChild;\n\n if (node === content) {\n return;\n }\n\n while (node) {\n nextNode = node.nextSibling;\n content.appendChild(node);\n node = nextNode;\n }\n\n element.appendChild(content);\n this.calibrate();\n };\n\n this.calibrate = function (force) {\n var widthMatches = element.clientWidth === elementWidth,\n cs,\n x,\n y;\n prevTop = element.scrollTop;\n prevLeft = element.scrollLeft;\n\n if (widthMatches && element.clientHeight === elementHeight && content.offsetHeight === contentHeight && scrollWidth === element.scrollWidth && scrollHeight === element.scrollHeight && !force) {\n return; //no need to recalculate things if the width and height haven't changed.\n }\n\n if (offsetTop || offsetLeft) {\n x = this.left();\n y = this.top();\n this.left(-element.scrollLeft);\n this.top(-element.scrollTop);\n }\n\n cs = _getComputedStyle(element); //first, we need to remove any width constraints to see how the content naturally flows so that we can see if it's wider than the containing element. If so, we've got to record the amount of overage so that we can apply that as padding in order for browsers to correctly handle things. Then we switch back to a width of 100% (without that, some browsers don't flow the content correctly)\n\n if (!widthMatches || force) {\n style.display = \"block\";\n style.width = \"auto\";\n style.paddingRight = \"0px\";\n extraPadRight = Math.max(0, element.scrollWidth - element.clientWidth); //if the content is wider than the container, we need to add the paddingLeft and paddingRight in order for things to behave correctly.\n\n if (extraPadRight) {\n extraPadRight += parseFloat(cs.paddingLeft) + (_addPaddingBR ? parseFloat(cs.paddingRight) : 0);\n }\n }\n\n style.display = \"inline-block\";\n style.position = \"relative\";\n style.overflow = \"visible\";\n style.verticalAlign = \"top\";\n style.boxSizing = \"content-box\";\n style.width = \"100%\";\n style.paddingRight = extraPadRight + \"px\"; //some browsers neglect to factor in the bottom padding when calculating the scrollHeight, so we need to add that padding to the content when that happens. Allow a 2px margin for error\n\n if (_addPaddingBR) {\n style.paddingBottom = cs.paddingBottom;\n }\n\n elementWidth = element.clientWidth;\n elementHeight = element.clientHeight;\n scrollWidth = element.scrollWidth;\n scrollHeight = element.scrollHeight;\n maxLeft = element.scrollWidth - elementWidth;\n maxTop = element.scrollHeight - elementHeight;\n contentHeight = content.offsetHeight;\n style.display = \"block\";\n\n if (x || y) {\n this.left(x);\n this.top(y);\n }\n };\n\n this.content = content;\n this.element = element;\n this._skip = false;\n this.enable();\n},\n _initCore = function _initCore(required) {\n if (_windowExists() && document.body) {\n var nav = window && window.navigator;\n _win = window;\n _doc = document;\n _docElement = _doc.documentElement;\n _body = _doc.body;\n _tempDiv = _createElement(\"div\");\n _supportsPointer = !!window.PointerEvent;\n _placeholderDiv = _createElement(\"div\");\n _placeholderDiv.style.cssText = \"visibility:hidden;height:1px;top:-1px;pointer-events:none;position:relative;clear:both;cursor:grab\";\n _defaultCursor = _placeholderDiv.style.cursor === \"grab\" ? \"grab\" : \"move\";\n _isAndroid = nav && nav.userAgent.toLowerCase().indexOf(\"android\") !== -1; //Android handles touch events in an odd way and it's virtually impossible to \"feature test\" so we resort to UA sniffing\n\n _isTouchDevice = \"ontouchstart\" in _docElement && \"orientation\" in _win || nav && (nav.MaxTouchPoints > 0 || nav.msMaxTouchPoints > 0);\n\n _addPaddingBR = function () {\n //this function is in charge of analyzing browser behavior related to padding. It sets the _addPaddingBR to true if the browser doesn't normally factor in the bottom or right padding on the element inside the scrolling area, and it sets _addPaddingLeft to true if it's a browser that requires the extra offset (offsetLeft) to be added to the paddingRight (like Opera).\n var div = _createElement(\"div\"),\n child = _createElement(\"div\"),\n childStyle = child.style,\n parent = _body,\n val;\n\n childStyle.display = \"inline-block\";\n childStyle.position = \"relative\";\n div.style.cssText = \"width:90px;height:40px;padding:10px;overflow:auto;visibility:hidden\";\n div.appendChild(child);\n parent.appendChild(div);\n val = child.offsetHeight + 18 > div.scrollHeight; //div.scrollHeight should be child.offsetHeight + 20 because of the 10px of padding on each side, but some browsers ignore one side. We allow a 2px margin of error.\n\n parent.removeChild(div);\n return val;\n }();\n\n _touchEventLookup = function (types) {\n //we create an object that makes it easy to translate touch event types into their \"pointer\" counterparts if we're in a browser that uses those instead. Like IE10 uses \"MSPointerDown\" instead of \"touchstart\", for example.\n var standard = types.split(\",\"),\n converted = (\"onpointerdown\" in _tempDiv ? \"pointerdown,pointermove,pointerup,pointercancel\" : \"onmspointerdown\" in _tempDiv ? \"MSPointerDown,MSPointerMove,MSPointerUp,MSPointerCancel\" : types).split(\",\"),\n obj = {},\n i = 4;\n\n while (--i > -1) {\n obj[standard[i]] = converted[i];\n obj[converted[i]] = standard[i];\n } //to avoid problems in iOS 9, test to see if the browser supports the \"passive\" option on addEventListener().\n\n\n try {\n _docElement.addEventListener(\"test\", null, Object.defineProperty({}, \"passive\", {\n get: function get() {\n _supportsPassive = 1;\n }\n }));\n } catch (e) {}\n\n return obj;\n }(\"touchstart,touchmove,touchend,touchcancel\");\n\n _addListener(_doc, \"touchcancel\", _emptyFunc); //some older Android devices intermittently stop dispatching \"touchmove\" events if we don't listen for \"touchcancel\" on the document. Very strange indeed.\n\n\n _addListener(_win, \"touchmove\", _emptyFunc); //works around Safari bugs that still allow the page to scroll even when we preventDefault() on the touchmove event.\n\n\n _body && _body.addEventListener(\"touchstart\", _emptyFunc); //works around Safari bug: https://gsap.com/forums/topic/21450-draggable-in-iframe-on-mobile-is-buggy/\n\n _addListener(_doc, \"contextmenu\", function () {\n for (var p in _lookup) {\n if (_lookup[p].isPressed) {\n _lookup[p].endDrag();\n }\n }\n });\n\n gsap = _coreInitted = _getGSAP();\n }\n\n if (gsap) {\n InertiaPlugin = gsap.plugins.inertia;\n\n _context = gsap.core.context || function () {};\n\n _checkPrefix = gsap.utils.checkPrefix;\n _transformProp = _checkPrefix(_transformProp);\n _transformOriginProp = _checkPrefix(_transformOriginProp);\n _toArray = gsap.utils.toArray;\n _getStyleSaver = gsap.core.getStyleSaver;\n _supports3D = !!_checkPrefix(\"perspective\");\n } else if (required) {\n console.warn(\"Please gsap.registerPlugin(Draggable)\");\n }\n};\n\nvar EventDispatcher = /*#__PURE__*/function () {\n function EventDispatcher(target) {\n this._listeners = {};\n this.target = target || this;\n }\n\n var _proto = EventDispatcher.prototype;\n\n _proto.addEventListener = function addEventListener(type, callback) {\n var list = this._listeners[type] || (this._listeners[type] = []);\n\n if (!~list.indexOf(callback)) {\n list.push(callback);\n }\n };\n\n _proto.removeEventListener = function removeEventListener(type, callback) {\n var list = this._listeners[type],\n i = list && list.indexOf(callback);\n i >= 0 && list.splice(i, 1);\n };\n\n _proto.dispatchEvent = function dispatchEvent(type) {\n var _this = this;\n\n var result;\n (this._listeners[type] || []).forEach(function (callback) {\n return callback.call(_this, {\n type: type,\n target: _this.target\n }) === false && (result = false);\n });\n return result; //if any of the callbacks return false, pass that along.\n };\n\n return EventDispatcher;\n}();\n\nexport var Draggable = /*#__PURE__*/function (_EventDispatcher) {\n _inheritsLoose(Draggable, _EventDispatcher);\n\n function Draggable(target, vars) {\n var _this2;\n\n _this2 = _EventDispatcher.call(this) || this;\n _coreInitted || _initCore(1);\n target = _toArray(target)[0]; //in case the target is a selector object or selector text\n\n _this2.styles = _getStyleSaver && _getStyleSaver(target, \"transform,left,top\");\n\n if (!InertiaPlugin) {\n InertiaPlugin = gsap.plugins.inertia;\n }\n\n _this2.vars = vars = _copy(vars || {});\n _this2.target = target;\n _this2.x = _this2.y = _this2.rotation = 0;\n _this2.dragResistance = parseFloat(vars.dragResistance) || 0;\n _this2.edgeResistance = isNaN(vars.edgeResistance) ? 1 : parseFloat(vars.edgeResistance) || 0;\n _this2.lockAxis = vars.lockAxis;\n _this2.autoScroll = vars.autoScroll || 0;\n _this2.lockedAxis = null;\n _this2.allowEventDefault = !!vars.allowEventDefault;\n gsap.getProperty(target, \"x\"); // to ensure that transforms are instantiated.\n\n var type = (vars.type || \"x,y\").toLowerCase(),\n xyMode = ~type.indexOf(\"x\") || ~type.indexOf(\"y\"),\n rotationMode = type.indexOf(\"rotation\") !== -1,\n xProp = rotationMode ? \"rotation\" : xyMode ? \"x\" : \"left\",\n yProp = xyMode ? \"y\" : \"top\",\n allowX = !!(~type.indexOf(\"x\") || ~type.indexOf(\"left\") || type === \"scroll\"),\n allowY = !!(~type.indexOf(\"y\") || ~type.indexOf(\"top\") || type === \"scroll\"),\n minimumMovement = vars.minimumMovement || 2,\n self = _assertThisInitialized(_this2),\n triggers = _toArray(vars.trigger || vars.handle || target),\n killProps = {},\n dragEndTime = 0,\n checkAutoScrollBounds = false,\n autoScrollMarginTop = vars.autoScrollMarginTop || 40,\n autoScrollMarginRight = vars.autoScrollMarginRight || 40,\n autoScrollMarginBottom = vars.autoScrollMarginBottom || 40,\n autoScrollMarginLeft = vars.autoScrollMarginLeft || 40,\n isClickable = vars.clickableTest || _isClickable,\n clickTime = 0,\n gsCache = target._gsap || gsap.core.getCache(target),\n isFixed = _isFixed(target),\n getPropAsNum = function getPropAsNum(property, unit) {\n return parseFloat(gsCache.get(target, property, unit));\n },\n ownerDoc = target.ownerDocument || _doc,\n enabled,\n scrollProxy,\n startPointerX,\n startPointerY,\n startElementX,\n startElementY,\n hasBounds,\n hasDragCallback,\n hasMoveCallback,\n maxX,\n minX,\n maxY,\n minY,\n touch,\n touchID,\n rotationOrigin,\n dirty,\n old,\n snapX,\n snapY,\n snapXY,\n isClicking,\n touchEventTarget,\n matrix,\n interrupted,\n allowNativeTouchScrolling,\n touchDragAxis,\n isDispatching,\n clickDispatch,\n trustedClickDispatch,\n isPreventingDefault,\n innerMatrix,\n dragged,\n onContextMenu = function onContextMenu(e) {\n //used to prevent long-touch from triggering a context menu.\n // (self.isPressed && e.which < 2) && self.endDrag() // previously ended drag when context menu was triggered, but instead we should just stop propagation and prevent the default event behavior.\n _preventDefault(e);\n\n e.stopImmediatePropagation && e.stopImmediatePropagation();\n return false;\n },\n //this method gets called on every tick of TweenLite.ticker which allows us to synchronize the renders to the core engine (which is typically synchronized with the display refresh via requestAnimationFrame). This is an optimization - it's better than applying the values inside the \"mousemove\" or \"touchmove\" event handler which may get called many times inbetween refreshes.\n render = function render(suppressEvents) {\n if (self.autoScroll && self.isDragging && (checkAutoScrollBounds || dirty)) {\n var e = target,\n autoScrollFactor = self.autoScroll * 15,\n //multiplying by 15 just gives us a better \"feel\" speed-wise.\n parent,\n isRoot,\n rect,\n pointerX,\n pointerY,\n changeX,\n changeY,\n gap;\n checkAutoScrollBounds = false;\n _windowProxy.scrollTop = _win.pageYOffset != null ? _win.pageYOffset : ownerDoc.documentElement.scrollTop != null ? ownerDoc.documentElement.scrollTop : ownerDoc.body.scrollTop;\n _windowProxy.scrollLeft = _win.pageXOffset != null ? _win.pageXOffset : ownerDoc.documentElement.scrollLeft != null ? ownerDoc.documentElement.scrollLeft : ownerDoc.body.scrollLeft;\n pointerX = self.pointerX - _windowProxy.scrollLeft;\n pointerY = self.pointerY - _windowProxy.scrollTop;\n\n while (e && !isRoot) {\n //walk up the chain and sense wherever the pointer is within 40px of an edge that's scrollable.\n isRoot = _isRoot(e.parentNode);\n parent = isRoot ? _windowProxy : e.parentNode;\n rect = isRoot ? {\n bottom: Math.max(_docElement.clientHeight, _win.innerHeight || 0),\n right: Math.max(_docElement.clientWidth, _win.innerWidth || 0),\n left: 0,\n top: 0\n } : parent.getBoundingClientRect();\n changeX = changeY = 0;\n\n if (allowY) {\n gap = parent._gsMaxScrollY - parent.scrollTop;\n\n if (gap < 0) {\n changeY = gap;\n } else if (pointerY > rect.bottom - autoScrollMarginBottom && gap) {\n checkAutoScrollBounds = true;\n changeY = Math.min(gap, autoScrollFactor * (1 - Math.max(0, rect.bottom - pointerY) / autoScrollMarginBottom) | 0);\n } else if (pointerY < rect.top + autoScrollMarginTop && parent.scrollTop) {\n checkAutoScrollBounds = true;\n changeY = -Math.min(parent.scrollTop, autoScrollFactor * (1 - Math.max(0, pointerY - rect.top) / autoScrollMarginTop) | 0);\n }\n\n if (changeY) {\n parent.scrollTop += changeY;\n }\n }\n\n if (allowX) {\n gap = parent._gsMaxScrollX - parent.scrollLeft;\n\n if (gap < 0) {\n changeX = gap;\n } else if (pointerX > rect.right - autoScrollMarginRight && gap) {\n checkAutoScrollBounds = true;\n changeX = Math.min(gap, autoScrollFactor * (1 - Math.max(0, rect.right - pointerX) / autoScrollMarginRight) | 0);\n } else if (pointerX < rect.left + autoScrollMarginLeft && parent.scrollLeft) {\n checkAutoScrollBounds = true;\n changeX = -Math.min(parent.scrollLeft, autoScrollFactor * (1 - Math.max(0, pointerX - rect.left) / autoScrollMarginLeft) | 0);\n }\n\n if (changeX) {\n parent.scrollLeft += changeX;\n }\n }\n\n if (isRoot && (changeX || changeY)) {\n _win.scrollTo(parent.scrollLeft, parent.scrollTop);\n\n setPointerPosition(self.pointerX + changeX, self.pointerY + changeY);\n }\n\n e = parent;\n }\n }\n\n if (dirty) {\n var x = self.x,\n y = self.y;\n\n if (rotationMode) {\n self.deltaX = x - parseFloat(gsCache.rotation);\n self.rotation = x;\n gsCache.rotation = x + \"deg\";\n gsCache.renderTransform(1, gsCache);\n } else {\n if (scrollProxy) {\n if (allowY) {\n self.deltaY = y - scrollProxy.top();\n scrollProxy.top(y);\n }\n\n if (allowX) {\n self.deltaX = x - scrollProxy.left();\n scrollProxy.left(x);\n }\n } else if (xyMode) {\n if (allowY) {\n self.deltaY = y - parseFloat(gsCache.y);\n gsCache.y = y + \"px\";\n }\n\n if (allowX) {\n self.deltaX = x - parseFloat(gsCache.x);\n gsCache.x = x + \"px\";\n }\n\n gsCache.renderTransform(1, gsCache);\n } else {\n if (allowY) {\n self.deltaY = y - parseFloat(target.style.top || 0);\n target.style.top = y + \"px\";\n }\n\n if (allowX) {\n self.deltaX = x - parseFloat(target.style.left || 0);\n target.style.left = x + \"px\";\n }\n }\n }\n\n if (hasDragCallback && !suppressEvents && !isDispatching) {\n isDispatching = true; //in case onDrag has an update() call (avoid endless loop)\n\n if (_dispatchEvent(self, \"drag\", \"onDrag\") === false) {\n if (allowX) {\n self.x -= self.deltaX;\n }\n\n if (allowY) {\n self.y -= self.deltaY;\n }\n\n render(true);\n }\n\n isDispatching = false;\n }\n }\n\n dirty = false;\n },\n //copies the x/y from the element (whether that be transforms, top/left, or ScrollProxy's top/left) to the Draggable's x and y (and rotation if necessary) properties so that they reflect reality and it also (optionally) applies any snapping necessary. This is used by the InertiaPlugin tween in an onUpdate to ensure things are synced and snapped.\n syncXY = function syncXY(skipOnUpdate, skipSnap) {\n var x = self.x,\n y = self.y,\n snappedValue,\n cs;\n\n if (!target._gsap) {\n //just in case the _gsap cache got wiped, like if the user called clearProps on the transform or something (very rare).\n gsCache = gsap.core.getCache(target);\n }\n\n gsCache.uncache && gsap.getProperty(target, \"x\"); // trigger a re-cache\n\n if (xyMode) {\n self.x = parseFloat(gsCache.x);\n self.y = parseFloat(gsCache.y);\n } else if (rotationMode) {\n self.x = self.rotation = parseFloat(gsCache.rotation);\n } else if (scrollProxy) {\n self.y = scrollProxy.top();\n self.x = scrollProxy.left();\n } else {\n self.y = parseFloat(target.style.top || (cs = _getComputedStyle(target)) && cs.top) || 0;\n self.x = parseFloat(target.style.left || (cs || {}).left) || 0;\n }\n\n if ((snapX || snapY || snapXY) && !skipSnap && (self.isDragging || self.isThrowing)) {\n if (snapXY) {\n _temp1.x = self.x;\n _temp1.y = self.y;\n snappedValue = snapXY(_temp1);\n\n if (snappedValue.x !== self.x) {\n self.x = snappedValue.x;\n dirty = true;\n }\n\n if (snappedValue.y !== self.y) {\n self.y = snappedValue.y;\n dirty = true;\n }\n }\n\n if (snapX) {\n snappedValue = snapX(self.x);\n\n if (snappedValue !== self.x) {\n self.x = snappedValue;\n\n if (rotationMode) {\n self.rotation = snappedValue;\n }\n\n dirty = true;\n }\n }\n\n if (snapY) {\n snappedValue = snapY(self.y);\n\n if (snappedValue !== self.y) {\n self.y = snappedValue;\n }\n\n dirty = true;\n }\n }\n\n dirty && render(true);\n\n if (!skipOnUpdate) {\n self.deltaX = self.x - x;\n self.deltaY = self.y - y;\n\n _dispatchEvent(self, \"throwupdate\", \"onThrowUpdate\");\n }\n },\n buildSnapFunc = function buildSnapFunc(snap, min, max, factor) {\n if (min == null) {\n min = -_bigNum;\n }\n\n if (max == null) {\n max = _bigNum;\n }\n\n if (_isFunction(snap)) {\n return function (n) {\n var edgeTolerance = !self.isPressed ? 1 : 1 - self.edgeResistance; //if we're tweening, disable the edgeTolerance because it's already factored into the tweening values (we don't want to apply it multiple times)\n\n return snap.call(self, (n > max ? max + (n - max) * edgeTolerance : n < min ? min + (n - min) * edgeTolerance : n) * factor) * factor;\n };\n }\n\n if (_isArray(snap)) {\n return function (n) {\n var i = snap.length,\n closest = 0,\n absDif = _bigNum,\n val,\n dif;\n\n while (--i > -1) {\n val = snap[i];\n dif = val - n;\n\n if (dif < 0) {\n dif = -dif;\n }\n\n if (dif < absDif && val >= min && val <= max) {\n closest = i;\n absDif = dif;\n }\n }\n\n return snap[closest];\n };\n }\n\n return isNaN(snap) ? function (n) {\n return n;\n } : function () {\n return snap * factor;\n };\n },\n buildPointSnapFunc = function buildPointSnapFunc(snap, minX, maxX, minY, maxY, radius, factor) {\n radius = radius && radius < _bigNum ? radius * radius : _bigNum; //so we don't have to Math.sqrt() in the functions. Performance optimization.\n\n if (_isFunction(snap)) {\n return function (point) {\n var edgeTolerance = !self.isPressed ? 1 : 1 - self.edgeResistance,\n x = point.x,\n y = point.y,\n result,\n dx,\n dy; //if we're tweening, disable the edgeTolerance because it's already factored into the tweening values (we don't want to apply it multiple times)\n\n point.x = x = x > maxX ? maxX + (x - maxX) * edgeTolerance : x < minX ? minX + (x - minX) * edgeTolerance : x;\n point.y = y = y > maxY ? maxY + (y - maxY) * edgeTolerance : y < minY ? minY + (y - minY) * edgeTolerance : y;\n result = snap.call(self, point);\n\n if (result !== point) {\n point.x = result.x;\n point.y = result.y;\n }\n\n if (factor !== 1) {\n point.x *= factor;\n point.y *= factor;\n }\n\n if (radius < _bigNum) {\n dx = point.x - x;\n dy = point.y - y;\n\n if (dx * dx + dy * dy > radius) {\n point.x = x;\n point.y = y;\n }\n }\n\n return point;\n };\n }\n\n if (_isArray(snap)) {\n return function (p) {\n var i = snap.length,\n closest = 0,\n minDist = _bigNum,\n x,\n y,\n point,\n dist;\n\n while (--i > -1) {\n point = snap[i];\n x = point.x - p.x;\n y = point.y - p.y;\n dist = x * x + y * y;\n\n if (dist < minDist) {\n closest = i;\n minDist = dist;\n }\n }\n\n return minDist <= radius ? snap[closest] : p;\n };\n }\n\n return function (n) {\n return n;\n };\n },\n calculateBounds = function calculateBounds() {\n var bounds, targetBounds, snap, snapIsRaw;\n hasBounds = false;\n\n if (scrollProxy) {\n scrollProxy.calibrate();\n self.minX = minX = -scrollProxy.maxScrollLeft();\n self.minY = minY = -scrollProxy.maxScrollTop();\n self.maxX = maxX = self.maxY = maxY = 0;\n hasBounds = true;\n } else if (!!vars.bounds) {\n bounds = _getBounds(vars.bounds, target.parentNode); //could be a selector/jQuery object or a DOM element or a generic object like {top:0, left:100, width:1000, height:800} or {minX:100, maxX:1100, minY:0, maxY:800}\n\n if (rotationMode) {\n self.minX = minX = bounds.left;\n self.maxX = maxX = bounds.left + bounds.width;\n self.minY = minY = self.maxY = maxY = 0;\n } else if (!_isUndefined(vars.bounds.maxX) || !_isUndefined(vars.bounds.maxY)) {\n bounds = vars.bounds;\n self.minX = minX = bounds.minX;\n self.minY = minY = bounds.minY;\n self.maxX = maxX = bounds.maxX;\n self.maxY = maxY = bounds.maxY;\n } else {\n targetBounds = _getBounds(target, target.parentNode);\n self.minX = minX = Math.round(getPropAsNum(xProp, \"px\") + bounds.left - targetBounds.left);\n self.minY = minY = Math.round(getPropAsNum(yProp, \"px\") + bounds.top - targetBounds.top);\n self.maxX = maxX = Math.round(minX + (bounds.width - targetBounds.width));\n self.maxY = maxY = Math.round(minY + (bounds.height - targetBounds.height));\n }\n\n if (minX > maxX) {\n self.minX = maxX;\n self.maxX = maxX = minX;\n minX = self.minX;\n }\n\n if (minY > maxY) {\n self.minY = maxY;\n self.maxY = maxY = minY;\n minY = self.minY;\n }\n\n if (rotationMode) {\n self.minRotation = minX;\n self.maxRotation = maxX;\n }\n\n hasBounds = true;\n }\n\n if (vars.liveSnap) {\n snap = vars.liveSnap === true ? vars.snap || {} : vars.liveSnap;\n snapIsRaw = _isArray(snap) || _isFunction(snap);\n\n if (rotationMode) {\n snapX = buildSnapFunc(snapIsRaw ? snap : snap.rotation, minX, maxX, 1);\n snapY = null;\n } else {\n if (snap.points) {\n snapXY = buildPointSnapFunc(snapIsRaw ? snap : snap.points, minX, maxX, minY, maxY, snap.radius, scrollProxy ? -1 : 1);\n } else {\n if (allowX) {\n snapX = buildSnapFunc(snapIsRaw ? snap : snap.x || snap.left || snap.scrollLeft, minX, maxX, scrollProxy ? -1 : 1);\n }\n\n if (allowY) {\n snapY = buildSnapFunc(snapIsRaw ? snap : snap.y || snap.top || snap.scrollTop, minY, maxY, scrollProxy ? -1 : 1);\n }\n }\n }\n }\n },\n onThrowComplete = function onThrowComplete() {\n self.isThrowing = false;\n\n _dispatchEvent(self, \"throwcomplete\", \"onThrowComplete\");\n },\n onThrowInterrupt = function onThrowInterrupt() {\n self.isThrowing = false;\n },\n animate = function animate(inertia, forceZeroVelocity) {\n var snap, snapIsRaw, tween, overshootTolerance;\n\n if (inertia && InertiaPlugin) {\n if (inertia === true) {\n snap = vars.snap || vars.liveSnap || {};\n snapIsRaw = _isArray(snap) || _isFunction(snap);\n inertia = {\n resistance: (vars.throwResistance || vars.resistance || 1000) / (rotationMode ? 10 : 1)\n };\n\n if (rotationMode) {\n inertia.rotation = _parseInertia(self, snapIsRaw ? snap : snap.rotation, maxX, minX, 1, forceZeroVelocity);\n } else {\n if (allowX) {\n inertia[xProp] = _parseInertia(self, snapIsRaw ? snap : snap.points || snap.x || snap.left, maxX, minX, scrollProxy ? -1 : 1, forceZeroVelocity || self.lockedAxis === \"x\");\n }\n\n if (allowY) {\n inertia[yProp] = _parseInertia(self, snapIsRaw ? snap : snap.points || snap.y || snap.top, maxY, minY, scrollProxy ? -1 : 1, forceZeroVelocity || self.lockedAxis === \"y\");\n }\n\n if (snap.points || _isArray(snap) && _isObject(snap[0])) {\n inertia.linkedProps = xProp + \",\" + yProp;\n inertia.radius = snap.radius; //note: we also disable liveSnapping while throwing if there's a \"radius\" defined, otherwise it looks weird to have the item thrown past a snapping point but live-snapping mid-tween. We do this by altering the onUpdateParams so that \"skipSnap\" parameter is true for syncXY.\n }\n }\n }\n\n self.isThrowing = true;\n overshootTolerance = !isNaN(vars.overshootTolerance) ? vars.overshootTolerance : vars.edgeResistance === 1 ? 0 : 1 - self.edgeResistance + 0.2;\n\n if (!inertia.duration) {\n inertia.duration = {\n max: Math.max(vars.minDuration || 0, \"maxDuration\" in vars ? vars.maxDuration : 2),\n min: !isNaN(vars.minDuration) ? vars.minDuration : overshootTolerance === 0 || _isObject(inertia) && inertia.resistance > 1000 ? 0 : 0.5,\n overshoot: overshootTolerance\n };\n }\n\n self.tween = tween = gsap.to(scrollProxy || target, {\n inertia: inertia,\n data: \"_draggable\",\n inherit: false,\n onComplete: onThrowComplete,\n onInterrupt: onThrowInterrupt,\n onUpdate: vars.fastMode ? _dispatchEvent : syncXY,\n onUpdateParams: vars.fastMode ? [self, \"onthrowupdate\", \"onThrowUpdate\"] : snap && snap.radius ? [false, true] : []\n });\n\n if (!vars.fastMode) {\n if (scrollProxy) {\n scrollProxy._skip = true; // Microsoft browsers have a bug that causes them to briefly render the position incorrectly (it flashes to the end state when we seek() the tween even though we jump right back to the current position, and this only seems to happen when we're affecting both top and left), so we set a _suspendTransforms flag to prevent it from actually applying the values in the ScrollProxy.\n }\n\n tween.render(1e9, true, true); // force to the end. Remember, the duration will likely change upon initting because that's when InertiaPlugin calculates it.\n\n syncXY(true, true);\n self.endX = self.x;\n self.endY = self.y;\n\n if (rotationMode) {\n self.endRotation = self.x;\n }\n\n tween.play(0);\n syncXY(true, true);\n\n if (scrollProxy) {\n scrollProxy._skip = false; //Microsoft browsers have a bug that causes them to briefly render the position incorrectly (it flashes to the end state when we seek() the tween even though we jump right back to the current position, and this only seems to happen when we're affecting both top and left), so we set a _suspendTransforms flag to prevent it from actually applying the values in the ScrollProxy.\n }\n }\n } else if (hasBounds) {\n self.applyBounds();\n }\n },\n updateMatrix = function updateMatrix(shiftStart) {\n var start = matrix,\n p;\n matrix = getGlobalMatrix(target.parentNode, true);\n\n if (shiftStart && self.isPressed && !matrix.equals(start || new Matrix2D())) {\n //if the matrix changes WHILE the element is pressed, we must adjust the startPointerX and startPointerY accordingly, so we invert the original matrix and figure out where the pointerX and pointerY were in the global space, then apply the new matrix to get the updated coordinates.\n p = start.inverse().apply({\n x: startPointerX,\n y: startPointerY\n });\n matrix.apply(p, p);\n startPointerX = p.x;\n startPointerY = p.y;\n }\n\n if (matrix.equals(_identityMatrix)) {\n //if there are no transforms, we can optimize performance by not factoring in the matrix\n matrix = null;\n }\n },\n recordStartPositions = function recordStartPositions() {\n var edgeTolerance = 1 - self.edgeResistance,\n offsetX = isFixed ? _getDocScrollLeft(ownerDoc) : 0,\n offsetY = isFixed ? _getDocScrollTop(ownerDoc) : 0,\n parsedOrigin,\n x,\n y;\n\n if (xyMode) {\n // in case the user set it as a different unit, like animating the x to \"100%\". We must convert it back to px!\n gsCache.x = getPropAsNum(xProp, \"px\") + \"px\";\n gsCache.y = getPropAsNum(yProp, \"px\") + \"px\";\n gsCache.renderTransform();\n }\n\n updateMatrix(false);\n _point1.x = self.pointerX - offsetX;\n _point1.y = self.pointerY - offsetY;\n matrix && matrix.apply(_point1, _point1);\n startPointerX = _point1.x; //translate to local coordinate system\n\n startPointerY = _point1.y;\n\n if (dirty) {\n setPointerPosition(self.pointerX, self.pointerY);\n render(true);\n }\n\n innerMatrix = getGlobalMatrix(target);\n\n if (scrollProxy) {\n calculateBounds();\n startElementY = scrollProxy.top();\n startElementX = scrollProxy.left();\n } else {\n //if the element is in the process of tweening, don't force snapping to occur because it could make it jump. Imagine the user throwing, then before it's done, clicking on the element in its inbetween state.\n if (isTweening()) {\n syncXY(true, true);\n calculateBounds();\n } else {\n self.applyBounds();\n }\n\n if (rotationMode) {\n parsedOrigin = target.ownerSVGElement ? [gsCache.xOrigin - target.getBBox().x, gsCache.yOrigin - target.getBBox().y] : (_getComputedStyle(target)[_transformOriginProp] || \"0 0\").split(\" \");\n rotationOrigin = self.rotationOrigin = getGlobalMatrix(target).apply({\n x: parseFloat(parsedOrigin[0]) || 0,\n y: parseFloat(parsedOrigin[1]) || 0\n });\n syncXY(true, true);\n x = self.pointerX - rotationOrigin.x - offsetX;\n y = rotationOrigin.y - self.pointerY + offsetY;\n startElementX = self.x; //starting rotation (x always refers to rotation in type:\"rotation\", measured in degrees)\n\n startElementY = self.y = Math.atan2(y, x) * _RAD2DEG;\n } else {\n //parent = !isFixed && target.parentNode;\n //startScrollTop = parent ? parent.scrollTop || 0 : 0;\n //startScrollLeft = parent ? parent.scrollLeft || 0 : 0;\n startElementY = getPropAsNum(yProp, \"px\"); //record the starting top and left values so that we can just add the mouse's movement to them later.\n\n startElementX = getPropAsNum(xProp, \"px\");\n }\n }\n\n if (hasBounds && edgeTolerance) {\n if (startElementX > maxX) {\n startElementX = maxX + (startElementX - maxX) / edgeTolerance;\n } else if (startElementX < minX) {\n startElementX = minX - (minX - startElementX) / edgeTolerance;\n }\n\n if (!rotationMode) {\n if (startElementY > maxY) {\n startElementY = maxY + (startElementY - maxY) / edgeTolerance;\n } else if (startElementY < minY) {\n startElementY = minY - (minY - startElementY) / edgeTolerance;\n }\n }\n }\n\n self.startX = startElementX = _round(startElementX);\n self.startY = startElementY = _round(startElementY);\n },\n isTweening = function isTweening() {\n return self.tween && self.tween.isActive();\n },\n removePlaceholder = function removePlaceholder() {\n if (_placeholderDiv.parentNode && !isTweening() && !self.isDragging) {\n //_placeholderDiv just props open auto-scrolling containers so they don't collapse as the user drags left/up. We remove it after dragging (and throwing, if necessary) finishes.\n _placeholderDiv.parentNode.removeChild(_placeholderDiv);\n }\n },\n //called when the mouse is pressed (or touch starts)\n onPress = function onPress(e, force) {\n var i;\n\n if (!enabled || self.isPressed || !e || (e.type === \"mousedown\" || e.type === \"pointerdown\") && !force && _getTime() - clickTime < 30 && _touchEventLookup[self.pointerEvent.type]) {\n //when we DON'T preventDefault() in order to accommodate touch-scrolling and the user just taps, many browsers also fire a mousedown/mouseup sequence AFTER the touchstart/touchend sequence, thus it'd result in two quick \"click\" events being dispatched. This line senses that condition and halts it on the subsequent mousedown.\n isPreventingDefault && e && enabled && _preventDefault(e); // in some browsers, we must listen for multiple event types like touchstart, pointerdown, mousedown. The first time this function is called, we record whether or not we _preventDefault() so that on duplicate calls, we can do the same if necessary.\n\n return;\n }\n\n interrupted = isTweening();\n dragged = false; // we need to track whether or not it was dragged in this interaction so that if, for example, the user calls .endDrag() to FORCE it to stop and then they keep the mouse pressed down and eventually release, that would normally cause an onClick but we have to skip it in that case if there was dragging that occurred.\n\n self.pointerEvent = e;\n\n if (_touchEventLookup[e.type]) {\n //note: on iOS, BOTH touchmove and mousemove are dispatched, but the mousemove has pageY and pageX of 0 which would mess up the calculations and needlessly hurt performance.\n touchEventTarget = ~e.type.indexOf(\"touch\") ? e.currentTarget || e.target : ownerDoc; //pointer-based touches (for Microsoft browsers) don't remain locked to the original target like other browsers, so we must use the document instead. The event type would be \"MSPointerDown\" or \"pointerdown\".\n\n _addListener(touchEventTarget, \"touchend\", onRelease);\n\n _addListener(touchEventTarget, \"touchmove\", onMove); // possible future change if PointerEvents are more standardized: https://developer.mozilla.org/en-US/docs/Web/API/Element/setPointerCapture\n\n\n _addListener(touchEventTarget, \"touchcancel\", onRelease);\n\n _addListener(ownerDoc, \"touchstart\", _onMultiTouchDocument);\n } else {\n touchEventTarget = null;\n\n _addListener(ownerDoc, \"mousemove\", onMove); //attach these to the document instead of the box itself so that if the user's mouse moves too quickly (and off of the box), things still work.\n\n }\n\n touchDragAxis = null;\n\n if (!_supportsPointer || !touchEventTarget) {\n _addListener(ownerDoc, \"mouseup\", onRelease);\n\n e && e.target && _addListener(e.target, \"mouseup\", onRelease); //we also have to listen directly on the element because some browsers don't bubble up the event to the _doc on elements with contentEditable=\"true\"\n }\n\n isClicking = isClickable.call(self, e.target) && vars.dragClickables === false && !force;\n\n if (isClicking) {\n _addListener(e.target, \"change\", onRelease); //in some browsers, when you mousedown on a <select> element, no mouseup gets dispatched! So we listen for a \"change\" event instead.\n\n\n _dispatchEvent(self, \"pressInit\", \"onPressInit\");\n\n _dispatchEvent(self, \"press\", \"onPress\");\n\n _setSelectable(triggers, true); //accommodates things like inputs and elements with contentEditable=\"true\" (otherwise user couldn't drag to select text)\n\n\n isPreventingDefault = false;\n return;\n }\n\n allowNativeTouchScrolling = !touchEventTarget || allowX === allowY || self.vars.allowNativeTouchScrolling === false || self.vars.allowContextMenu && e && (e.ctrlKey || e.which > 2) ? false : allowX ? \"y\" : \"x\"; //note: in Chrome, right-clicking (for a context menu) fires onPress and it doesn't have the event.which set properly, so we must look for event.ctrlKey. If the user wants to allow context menus we should of course sense it here and not allow native touch scrolling.\n\n isPreventingDefault = !allowNativeTouchScrolling && !self.allowEventDefault;\n\n if (isPreventingDefault) {\n _preventDefault(e);\n\n _addListener(_win, \"touchforcechange\", _preventDefault); //works around safari bug: https://gsap.com/forums/topic/21450-draggable-in-iframe-on-mobile-is-buggy/\n\n }\n\n if (e.changedTouches) {\n //touch events store the data slightly differently\n e = touch = e.changedTouches[0];\n touchID = e.identifier;\n } else if (e.pointerId) {\n touchID = e.pointerId; //for some Microsoft browsers\n } else {\n touch = touchID = null;\n }\n\n _dragCount++;\n\n _addToRenderQueue(render); //causes the Draggable to render on each \"tick\" of gsap.ticker (performance optimization - updating values in a mousemove can cause them to happen too frequently, like multiple times between frame redraws which is wasteful, and it also prevents values from updating properly in IE8)\n\n\n startPointerY = self.pointerY = e.pageY; //record the starting x and y so that we can calculate the movement from the original in _onMouseMove\n\n startPointerX = self.pointerX = e.pageX;\n\n _dispatchEvent(self, \"pressInit\", \"onPressInit\");\n\n if (allowNativeTouchScrolling || self.autoScroll) {\n _recordMaxScrolls(target.parentNode);\n }\n\n if (target.parentNode && self.autoScroll && !scrollProxy && !rotationMode && target.parentNode._gsMaxScrollX && !_placeholderDiv.parentNode && !target.getBBox) {\n //add a placeholder div to prevent the parent container from collapsing when the user drags the element left.\n _placeholderDiv.style.width = target.parentNode.scrollWidth + \"px\";\n target.parentNode.appendChild(_placeholderDiv);\n }\n\n recordStartPositions();\n self.tween && self.tween.kill();\n self.isThrowing = false;\n gsap.killTweensOf(scrollProxy || target, killProps, true); //in case the user tries to drag it before the last tween is done.\n\n scrollProxy && gsap.killTweensOf(target, {\n scrollTo: 1\n }, true); //just in case the original target's scroll position is being tweened somewhere else.\n\n self.tween = self.lockedAxis = null;\n\n if (vars.zIndexBoost || !rotationMode && !scrollProxy && vars.zIndexBoost !== false) {\n target.style.zIndex = Draggable.zIndex++;\n }\n\n self.isPressed = true;\n hasDragCallback = !!(vars.onDrag || self._listeners.drag);\n hasMoveCallback = !!(vars.onMove || self._listeners.move);\n\n if (vars.cursor !== false || vars.activeCursor) {\n i = triggers.length;\n\n while (--i > -1) {\n gsap.set(triggers[i], {\n cursor: vars.activeCursor || vars.cursor || (_defaultCursor === \"grab\" ? \"grabbing\" : _defaultCursor)\n });\n }\n }\n\n _dispatchEvent(self, \"press\", \"onPress\");\n },\n //called every time the mouse/touch moves\n onMove = function onMove(e) {\n var originalEvent = e,\n touches,\n pointerX,\n pointerY,\n i,\n dx,\n dy;\n\n if (!enabled || _isMultiTouching || !self.isPressed || !e) {\n isPreventingDefault && e && enabled && _preventDefault(e); // in some browsers, we must listen for multiple event types like touchmove, pointermove, mousemove. The first time this function is called, we record whether or not we _preventDefault() so that on duplicate calls, we can do the same if necessary.\n\n return;\n }\n\n self.pointerEvent = e;\n touches = e.changedTouches;\n\n if (touches) {\n //touch events store the data slightly differently\n e = touches[0];\n\n if (e !== touch && e.identifier !== touchID) {\n //Usually changedTouches[0] will be what we're looking for, but in case it's not, look through the rest of the array...(and Android browsers don't reuse the event like iOS)\n i = touches.length;\n\n while (--i > -1 && (e = touches[i]).identifier !== touchID && e.target !== target) {} // Some Android devices dispatch a touchstart AND pointerdown initially, and then only pointermove thus the touchID may not match because it was grabbed from the touchstart event whereas the pointer event is the one that the browser dispatches for move, so if the event target matches this Draggable's target, let it through.\n\n\n if (i < 0) {\n return;\n }\n }\n } else if (e.pointerId && touchID && e.pointerId !== touchID) {\n //for some Microsoft browsers, we must attach the listener to the doc rather than the trigger so that when the finger moves outside the bounds of the trigger, things still work. So if the event we're receiving has a pointerId that doesn't match the touchID, ignore it (for multi-touch)\n return;\n }\n\n if (touchEventTarget && allowNativeTouchScrolling && !touchDragAxis) {\n //Android browsers force us to decide on the first \"touchmove\" event if we should allow the default (scrolling) behavior or preventDefault(). Otherwise, a \"touchcancel\" will be fired and then no \"touchmove\" or \"touchend\" will fire during the scrolling (no good).\n _point1.x = e.pageX - (isFixed ? _getDocScrollLeft(ownerDoc) : 0);\n _point1.y = e.pageY - (isFixed ? _getDocScrollTop(ownerDoc) : 0);\n matrix && matrix.apply(_point1, _point1);\n pointerX = _point1.x;\n pointerY = _point1.y;\n dx = Math.abs(pointerX - startPointerX);\n dy = Math.abs(pointerY - startPointerY);\n\n if (dx !== dy && (dx > minimumMovement || dy > minimumMovement) || _isAndroid && allowNativeTouchScrolling === touchDragAxis) {\n touchDragAxis = dx > dy && allowX ? \"x\" : \"y\";\n\n if (allowNativeTouchScrolling && touchDragAxis !== allowNativeTouchScrolling) {\n _addListener(_win, \"touchforcechange\", _preventDefault); // prevents native touch scrolling from taking over if the user started dragging in the other direction in iOS Safari\n\n }\n\n if (self.vars.lockAxisOnTouchScroll !== false && allowX && allowY) {\n self.lockedAxis = touchDragAxis === \"x\" ? \"y\" : \"x\";\n _isFunction(self.vars.onLockAxis) && self.vars.onLockAxis.call(self, originalEvent);\n }\n\n if (_isAndroid && allowNativeTouchScrolling === touchDragAxis) {\n onRelease(originalEvent);\n return;\n }\n }\n }\n\n if (!self.allowEventDefault && (!allowNativeTouchScrolling || touchDragAxis && allowNativeTouchScrolling !== touchDragAxis) && originalEvent.cancelable !== false) {\n _preventDefault(originalEvent);\n\n isPreventingDefault = true;\n } else if (isPreventingDefault) {\n isPreventingDefault = false;\n }\n\n if (self.autoScroll) {\n checkAutoScrollBounds = true;\n }\n\n setPointerPosition(e.pageX, e.pageY, hasMoveCallback);\n },\n setPointerPosition = function setPointerPosition(pointerX, pointerY, invokeOnMove) {\n var dragTolerance = 1 - self.dragResistance,\n edgeTolerance = 1 - self.edgeResistance,\n prevPointerX = self.pointerX,\n prevPointerY = self.pointerY,\n prevStartElementY = startElementY,\n prevX = self.x,\n prevY = self.y,\n prevEndX = self.endX,\n prevEndY = self.endY,\n prevEndRotation = self.endRotation,\n prevDirty = dirty,\n xChange,\n yChange,\n x,\n y,\n dif,\n temp;\n self.pointerX = pointerX;\n self.pointerY = pointerY;\n\n if (isFixed) {\n pointerX -= _getDocScrollLeft(ownerDoc);\n pointerY -= _getDocScrollTop(ownerDoc);\n }\n\n if (rotationMode) {\n y = Math.atan2(rotationOrigin.y - pointerY, pointerX - rotationOrigin.x) * _RAD2DEG;\n dif = self.y - y;\n\n if (dif > 180) {\n startElementY -= 360;\n self.y = y;\n } else if (dif < -180) {\n startElementY += 360;\n self.y = y;\n }\n\n if (self.x !== startElementX || Math.max(Math.abs(startPointerX - pointerX), Math.abs(startPointerY - pointerY)) > minimumMovement) {\n self.y = y;\n x = startElementX + (startElementY - y) * dragTolerance;\n } else {\n x = startElementX;\n }\n } else {\n if (matrix) {\n temp = pointerX * matrix.a + pointerY * matrix.c + matrix.e;\n pointerY = pointerX * matrix.b + pointerY * matrix.d + matrix.f;\n pointerX = temp;\n }\n\n yChange = pointerY - startPointerY;\n xChange = pointerX - startPointerX;\n\n if (yChange < minimumMovement && yChange > -minimumMovement) {\n yChange = 0;\n }\n\n if (xChange < minimumMovement && xChange > -minimumMovement) {\n xChange = 0;\n }\n\n if ((self.lockAxis || self.lockedAxis) && (xChange || yChange)) {\n temp = self.lockedAxis;\n\n if (!temp) {\n self.lockedAxis = temp = allowX && Math.abs(xChange) > Math.abs(yChange) ? \"y\" : allowY ? \"x\" : null;\n\n if (temp && _isFunction(self.vars.onLockAxis)) {\n self.vars.onLockAxis.call(self, self.pointerEvent);\n }\n }\n\n if (temp === \"y\") {\n yChange = 0;\n } else if (temp === \"x\") {\n xChange = 0;\n }\n }\n\n x = _round(startElementX + xChange * dragTolerance);\n y = _round(startElementY + yChange * dragTolerance);\n }\n\n if ((snapX || snapY || snapXY) && (self.x !== x || self.y !== y && !rotationMode)) {\n if (snapXY) {\n _temp1.x = x;\n _temp1.y = y;\n temp = snapXY(_temp1);\n x = _round(temp.x);\n y = _round(temp.y);\n }\n\n if (snapX) {\n x = _round(snapX(x));\n }\n\n if (snapY) {\n y = _round(snapY(y));\n }\n }\n\n if (hasBounds) {\n if (x > maxX) {\n x = maxX + Math.round((x - maxX) * edgeTolerance);\n } else if (x < minX) {\n x = minX + Math.round((x - minX) * edgeTolerance);\n }\n\n if (!rotationMode) {\n if (y > maxY) {\n y = Math.round(maxY + (y - maxY) * edgeTolerance);\n } else if (y < minY) {\n y = Math.round(minY + (y - minY) * edgeTolerance);\n }\n }\n }\n\n if (self.x !== x || self.y !== y && !rotationMode) {\n if (rotationMode) {\n self.endRotation = self.x = self.endX = x;\n dirty = true;\n } else {\n if (allowY) {\n self.y = self.endY = y;\n dirty = true; //a flag that indicates we need to render the target next time the TweenLite.ticker dispatches a \"tick\" event (typically on a requestAnimationFrame) - this is a performance optimization (we shouldn't render on every move because sometimes many move events can get dispatched between screen refreshes, and that'd be wasteful to render every time)\n }\n\n if (allowX) {\n self.x = self.endX = x;\n dirty = true;\n }\n }\n\n if (!invokeOnMove || _dispatchEvent(self, \"move\", \"onMove\") !== false) {\n if (!self.isDragging && self.isPressed) {\n self.isDragging = dragged = true;\n\n _dispatchEvent(self, \"dragstart\", \"onDragStart\");\n }\n } else {\n //revert because the onMove returned false!\n self.pointerX = prevPointerX;\n self.pointerY = prevPointerY;\n startElementY = prevStartElementY;\n self.x = prevX;\n self.y = prevY;\n self.endX = prevEndX;\n self.endY = prevEndY;\n self.endRotation = prevEndRotation;\n dirty = prevDirty;\n }\n }\n },\n //called when the mouse/touch is released\n onRelease = function onRelease(e, force) {\n if (!enabled || !self.isPressed || e && touchID != null && !force && (e.pointerId && e.pointerId !== touchID && e.target !== target || e.changedTouches && !_hasTouchID(e.changedTouches, touchID))) {\n //for some Microsoft browsers, we must attach the listener to the doc rather than the trigger so that when the finger moves outside the bounds of the trigger, things still work. So if the event we're receiving has a pointerId that doesn't match the touchID, ignore it (for multi-touch)\n isPreventingDefault && e && enabled && _preventDefault(e); // in some browsers, we must listen for multiple event types like touchend, pointerup, mouseup. The first time this function is called, we record whether or not we _preventDefault() so that on duplicate calls, we can do the same if necessary.\n\n return;\n }\n\n self.isPressed = false;\n var originalEvent = e,\n wasDragging = self.isDragging,\n isContextMenuRelease = self.vars.allowContextMenu && e && (e.ctrlKey || e.which > 2),\n placeholderDelayedCall = gsap.delayedCall(0.001, removePlaceholder),\n touches,\n i,\n syntheticEvent,\n eventTarget,\n syntheticClick;\n\n if (touchEventTarget) {\n _removeListener(touchEventTarget, \"touchend\", onRelease);\n\n _removeListener(touchEventTarget, \"touchmove\", onMove);\n\n _removeListener(touchEventTarget, \"touchcancel\", onRelease);\n\n _removeListener(ownerDoc, \"touchstart\", _onMultiTouchDocument);\n } else {\n _removeListener(ownerDoc, \"mousemove\", onMove);\n }\n\n _removeListener(_win, \"touchforcechange\", _preventDefault);\n\n if (!_supportsPointer || !touchEventTarget) {\n _removeListener(ownerDoc, \"mouseup\", onRelease);\n\n e && e.target && _removeListener(e.target, \"mouseup\", onRelease);\n }\n\n dirty = false;\n\n if (wasDragging) {\n dragEndTime = _lastDragTime = _getTime();\n self.isDragging = false;\n }\n\n _removeFromRenderQueue(render);\n\n if (isClicking && !isContextMenuRelease) {\n if (e) {\n _removeListener(e.target, \"change\", onRelease);\n\n self.pointerEvent = originalEvent;\n }\n\n _setSelectable(triggers, false);\n\n _dispatchEvent(self, \"release\", \"onRelease\");\n\n _dispatchEvent(self, \"click\", \"onClick\");\n\n isClicking = false;\n return;\n }\n\n i = triggers.length;\n\n while (--i > -1) {\n _setStyle(triggers[i], \"cursor\", vars.cursor || (vars.cursor !== false ? _defaultCursor : null));\n }\n\n _dragCount--;\n\n if (e) {\n touches = e.changedTouches;\n\n if (touches) {\n //touch events store the data slightly differently\n e = touches[0];\n\n if (e !== touch && e.identifier !== touchID) {\n //Usually changedTouches[0] will be what we're looking for, but in case it's not, look through the rest of the array...(and Android browsers don't reuse the event like iOS)\n i = touches.length;\n\n while (--i > -1 && (e = touches[i]).identifier !== touchID && e.target !== target) {}\n\n if (i < 0 && !force) {\n return;\n }\n }\n }\n\n self.pointerEvent = originalEvent;\n self.pointerX = e.pageX;\n self.pointerY = e.pageY;\n }\n\n if (isContextMenuRelease && originalEvent) {\n _preventDefault(originalEvent);\n\n isPreventingDefault = true;\n\n _dispatchEvent(self, \"release\", \"onRelease\");\n } else if (originalEvent && !wasDragging) {\n isPreventingDefault = false;\n\n if (interrupted && (vars.snap || vars.bounds)) {\n //otherwise, if the user clicks on the object while it's animating to a snapped position, and then releases without moving 3 pixels, it will just stay there (it should animate/snap)\n animate(vars.inertia || vars.throwProps);\n }\n\n _dispatchEvent(self, \"release\", \"onRelease\");\n\n if ((!_isAndroid || originalEvent.type !== \"touchmove\") && originalEvent.type.indexOf(\"cancel\") === -1) {\n //to accommodate native scrolling on Android devices, we have to immediately call onRelease() on the first touchmove event, but that shouldn't trigger a \"click\".\n _dispatchEvent(self, \"click\", \"onClick\");\n\n if (_getTime() - clickTime < 300) {\n _dispatchEvent(self, \"doubleclick\", \"onDoubleClick\");\n }\n\n eventTarget = originalEvent.target || target; //old IE uses srcElement\n\n clickTime = _getTime();\n\n syntheticClick = function syntheticClick() {\n // some browsers (like Firefox) won't trust script-generated clicks, so if the user tries to click on a video to play it, for example, it simply won't work. Since a regular \"click\" event will most likely be generated anyway (one that has its isTrusted flag set to true), we must slightly delay our script-generated click so that the \"real\"/trusted one is prioritized. Remember, when there are duplicate events in quick succession, we suppress all but the first one. Some browsers don't even trigger the \"real\" one at all, so our synthetic one is a safety valve that ensures that no matter what, a click event does get dispatched.\n if (clickTime !== clickDispatch && self.enabled() && !self.isPressed && !originalEvent.defaultPrevented) {\n if (eventTarget.click) {\n //some browsers (like mobile Safari) don't properly trigger the click event\n eventTarget.click();\n } else if (ownerDoc.createEvent) {\n syntheticEvent = ownerDoc.createEvent(\"MouseEvents\");\n syntheticEvent.initMouseEvent(\"click\", true, true, _win, 1, self.pointerEvent.screenX, self.pointerEvent.screenY, self.pointerX, self.pointerY, false, false, false, false, 0, null);\n eventTarget.dispatchEvent(syntheticEvent);\n }\n }\n };\n\n if (!_isAndroid && !originalEvent.defaultPrevented) {\n //iOS Safari requires the synthetic click to happen immediately or else it simply won't work, but Android doesn't play nice.\n gsap.delayedCall(0.05, syntheticClick); //in addition to the iOS bug workaround, there's a Firefox issue with clicking on things like a video to play, so we must fake a click event in a slightly delayed fashion. Previously, we listened for the \"click\" event with \"capture\" false which solved the video-click-to-play issue, but it would allow the \"click\" event to be dispatched twice like if you were using a jQuery.click() because that was handled in the capture phase, thus we had to switch to the capture phase to avoid the double-dispatching, but do the delayed synthetic click. Don't fire it too fast (like 0.00001) because we want to give the native event a chance to fire first as it's \"trusted\".\n }\n }\n } else {\n animate(vars.inertia || vars.throwProps); //will skip if inertia/throwProps isn't defined or InertiaPlugin isn't loaded.\n\n if (!self.allowEventDefault && originalEvent && (vars.dragClickables !== false || !isClickable.call(self, originalEvent.target)) && wasDragging && (!allowNativeTouchScrolling || touchDragAxis && allowNativeTouchScrolling === touchDragAxis) && originalEvent.cancelable !== false) {\n isPreventingDefault = true;\n\n _preventDefault(originalEvent);\n } else {\n isPreventingDefault = false;\n }\n\n _dispatchEvent(self, \"release\", \"onRelease\");\n }\n\n isTweening() && placeholderDelayedCall.duration(self.tween.duration()); //sync the timing so that the placeholder DIV gets\n\n wasDragging && _dispatchEvent(self, \"dragend\", \"onDragEnd\");\n return true;\n },\n updateScroll = function updateScroll(e) {\n if (e && self.isDragging && !scrollProxy) {\n var parent = e.target || target.parentNode,\n deltaX = parent.scrollLeft - parent._gsScrollX,\n deltaY = parent.scrollTop - parent._gsScrollY;\n\n if (deltaX || deltaY) {\n if (matrix) {\n startPointerX -= deltaX * matrix.a + deltaY * matrix.c;\n startPointerY -= deltaY * matrix.d + deltaX * matrix.b;\n } else {\n startPointerX -= deltaX;\n startPointerY -= deltaY;\n }\n\n parent._gsScrollX += deltaX;\n parent._gsScrollY += deltaY;\n setPointerPosition(self.pointerX, self.pointerY);\n }\n }\n },\n onClick = function onClick(e) {\n //this was a huge pain in the neck to align all the various browsers and their behaviors. Chrome, Firefox, Safari, Opera, Android, and Microsoft Edge all handle events differently! Some will only trigger native behavior (like checkbox toggling) from trusted events. Others don't even support isTrusted, but require 2 events to flow through before triggering native behavior. Edge treats everything as trusted but also mandates that 2 flow through to trigger the correct native behavior.\n var time = _getTime(),\n recentlyClicked = time - clickTime < 100,\n recentlyDragged = time - dragEndTime < 50,\n alreadyDispatched = recentlyClicked && clickDispatch === clickTime,\n defaultPrevented = self.pointerEvent && self.pointerEvent.defaultPrevented,\n alreadyDispatchedTrusted = recentlyClicked && trustedClickDispatch === clickTime,\n trusted = e.isTrusted || e.isTrusted == null && recentlyClicked && alreadyDispatched; //note: Safari doesn't support isTrusted, and it won't properly execute native behavior (like toggling checkboxes) on the first synthetic \"click\" event - we must wait for the 2nd and treat it as trusted (but stop propagation at that point). Confusing, I know. Don't you love cross-browser compatibility challenges?\n\n\n if ((alreadyDispatched || recentlyDragged && self.vars.suppressClickOnDrag !== false) && e.stopImmediatePropagation) {\n e.stopImmediatePropagation();\n }\n\n if (recentlyClicked && !(self.pointerEvent && self.pointerEvent.defaultPrevented) && (!alreadyDispatched || trusted && !alreadyDispatchedTrusted)) {\n //let the first click pass through unhindered. Let the next one only if it's trusted, then no more (stop quick-succession ones)\n if (trusted && alreadyDispatched) {\n trustedClickDispatch = clickTime;\n }\n\n clickDispatch = clickTime;\n return;\n }\n\n if (self.isPressed || recentlyDragged || recentlyClicked) {\n if (!trusted || !e.detail || !recentlyClicked || defaultPrevented) {\n _preventDefault(e);\n }\n }\n\n if (!recentlyClicked && !recentlyDragged && !dragged) {\n // for script-triggered event dispatches, like element.click()\n e && e.target && (self.pointerEvent = e);\n\n _dispatchEvent(self, \"click\", \"onClick\");\n }\n },\n localizePoint = function localizePoint(p) {\n return matrix ? {\n x: p.x * matrix.a + p.y * matrix.c + matrix.e,\n y: p.x * matrix.b + p.y * matrix.d + matrix.f\n } : {\n x: p.x,\n y: p.y\n };\n };\n\n old = Draggable.get(target);\n old && old.kill(); // avoids duplicates (an element can only be controlled by one Draggable)\n //give the user access to start/stop dragging...\n\n _this2.startDrag = function (event, align) {\n var r1, r2, p1, p2;\n onPress(event || self.pointerEvent, true); //if the pointer isn't on top of the element, adjust things accordingly\n\n if (align && !self.hitTest(event || self.pointerEvent)) {\n r1 = _parseRect(event || self.pointerEvent);\n r2 = _parseRect(target);\n p1 = localizePoint({\n x: r1.left + r1.width / 2,\n y: r1.top + r1.height / 2\n });\n p2 = localizePoint({\n x: r2.left + r2.width / 2,\n y: r2.top + r2.height / 2\n });\n startPointerX -= p1.x - p2.x;\n startPointerY -= p1.y - p2.y;\n }\n\n if (!self.isDragging) {\n self.isDragging = dragged = true;\n\n _dispatchEvent(self, \"dragstart\", \"onDragStart\");\n }\n };\n\n _this2.drag = onMove;\n\n _this2.endDrag = function (e) {\n return onRelease(e || self.pointerEvent, true);\n };\n\n _this2.timeSinceDrag = function () {\n return self.isDragging ? 0 : (_getTime() - dragEndTime) / 1000;\n };\n\n _this2.timeSinceClick = function () {\n return (_getTime() - clickTime) / 1000;\n };\n\n _this2.hitTest = function (target, threshold) {\n return Draggable.hitTest(self.target, target, threshold);\n };\n\n _this2.getDirection = function (from, diagonalThreshold) {\n //from can be \"start\" (default), \"velocity\", or an element\n var mode = from === \"velocity\" && InertiaPlugin ? from : _isObject(from) && !rotationMode ? \"element\" : \"start\",\n xChange,\n yChange,\n ratio,\n direction,\n r1,\n r2;\n\n if (mode === \"element\") {\n r1 = _parseRect(self.target);\n r2 = _parseRect(from);\n }\n\n xChange = mode === \"start\" ? self.x - startElementX : mode === \"velocity\" ? InertiaPlugin.getVelocity(target, xProp) : r1.left + r1.width / 2 - (r2.left + r2.width / 2);\n\n if (rotationMode) {\n return xChange < 0 ? \"counter-clockwise\" : \"clockwise\";\n } else {\n diagonalThreshold = diagonalThreshold || 2;\n yChange = mode === \"start\" ? self.y - startElementY : mode === \"velocity\" ? InertiaPlugin.getVelocity(target, yProp) : r1.top + r1.height / 2 - (r2.top + r2.height / 2);\n ratio = Math.abs(xChange / yChange);\n direction = ratio < 1 / diagonalThreshold ? \"\" : xChange < 0 ? \"left\" : \"right\";\n\n if (ratio < diagonalThreshold) {\n if (direction !== \"\") {\n direction += \"-\";\n }\n\n direction += yChange < 0 ? \"up\" : \"down\";\n }\n }\n\n return direction;\n };\n\n _this2.applyBounds = function (newBounds, sticky) {\n var x, y, forceZeroVelocity, e, parent, isRoot;\n\n if (newBounds && vars.bounds !== newBounds) {\n vars.bounds = newBounds;\n return self.update(true, sticky);\n }\n\n syncXY(true);\n calculateBounds();\n\n if (hasBounds && !isTweening()) {\n x = self.x;\n y = self.y;\n\n if (x > maxX) {\n x = maxX;\n } else if (x < minX) {\n x = minX;\n }\n\n if (y > maxY) {\n y = maxY;\n } else if (y < minY) {\n y = minY;\n }\n\n if (self.x !== x || self.y !== y) {\n forceZeroVelocity = true;\n self.x = self.endX = x;\n\n if (rotationMode) {\n self.endRotation = x;\n } else {\n self.y = self.endY = y;\n }\n\n dirty = true;\n render(true);\n\n if (self.autoScroll && !self.isDragging) {\n _recordMaxScrolls(target.parentNode);\n\n e = target;\n _windowProxy.scrollTop = _win.pageYOffset != null ? _win.pageYOffset : ownerDoc.documentElement.scrollTop != null ? ownerDoc.documentElement.scrollTop : ownerDoc.body.scrollTop;\n _windowProxy.scrollLeft = _win.pageXOffset != null ? _win.pageXOffset : ownerDoc.documentElement.scrollLeft != null ? ownerDoc.documentElement.scrollLeft : ownerDoc.body.scrollLeft;\n\n while (e && !isRoot) {\n //walk up the chain and sense wherever the scrollTop/scrollLeft exceeds the maximum.\n isRoot = _isRoot(e.parentNode);\n parent = isRoot ? _windowProxy : e.parentNode;\n\n if (allowY && parent.scrollTop > parent._gsMaxScrollY) {\n parent.scrollTop = parent._gsMaxScrollY;\n }\n\n if (allowX && parent.scrollLeft > parent._gsMaxScrollX) {\n parent.scrollLeft = parent._gsMaxScrollX;\n }\n\n e = parent;\n }\n }\n }\n\n if (self.isThrowing && (forceZeroVelocity || self.endX > maxX || self.endX < minX || self.endY > maxY || self.endY < minY)) {\n animate(vars.inertia || vars.throwProps, forceZeroVelocity);\n }\n }\n\n return self;\n };\n\n _this2.update = function (applyBounds, sticky, ignoreExternalChanges) {\n if (sticky && self.isPressed) {\n // in case the element was repositioned in the document flow, thus its x/y may be identical but its position is actually quite different.\n var m = getGlobalMatrix(target),\n p = innerMatrix.apply({\n x: self.x - startElementX,\n y: self.y - startElementY\n }),\n m2 = getGlobalMatrix(target.parentNode, true);\n m2.apply({\n x: m.e - p.x,\n y: m.f - p.y\n }, p);\n self.x -= p.x - m2.e;\n self.y -= p.y - m2.f;\n render(true);\n recordStartPositions();\n }\n\n var x = self.x,\n y = self.y;\n updateMatrix(!sticky);\n\n if (applyBounds) {\n self.applyBounds();\n } else {\n dirty && ignoreExternalChanges && render(true);\n syncXY(true);\n }\n\n if (sticky) {\n setPointerPosition(self.pointerX, self.pointerY);\n dirty && render(true);\n }\n\n if (self.isPressed && !sticky && (allowX && Math.abs(x - self.x) > 0.01 || allowY && Math.abs(y - self.y) > 0.01 && !rotationMode)) {\n recordStartPositions();\n }\n\n if (self.autoScroll) {\n _recordMaxScrolls(target.parentNode, self.isDragging);\n\n checkAutoScrollBounds = self.isDragging;\n render(true); //in case reparenting occurred.\n\n _removeScrollListener(target, updateScroll);\n\n _addScrollListener(target, updateScroll);\n }\n\n return self;\n };\n\n _this2.enable = function (type) {\n var setVars = {\n lazy: true\n },\n id,\n i,\n trigger;\n\n if (vars.cursor !== false) {\n setVars.cursor = vars.cursor || _defaultCursor;\n }\n\n if (gsap.utils.checkPrefix(\"touchCallout\")) {\n setVars.touchCallout = \"none\";\n }\n\n if (type !== \"soft\") {\n _setTouchActionForAllDescendants(triggers, allowX === allowY ? \"none\" : vars.allowNativeTouchScrolling && target.scrollHeight === target.clientHeight === (target.scrollWidth === target.clientHeight) || vars.allowEventDefault ? \"manipulation\" : allowX ? \"pan-y\" : \"pan-x\"); // Some browsers like Internet Explorer will fire a pointercancel event when the user attempts to drag when touchAction is \"manipulate\" because it's perceived as a pan. If the element has scrollable content in only one direction, we should use pan-x or pan-y accordingly so that the pointercancel doesn't prevent dragging.\n\n\n i = triggers.length;\n\n while (--i > -1) {\n trigger = triggers[i];\n _supportsPointer || _addListener(trigger, \"mousedown\", onPress);\n\n _addListener(trigger, \"touchstart\", onPress);\n\n _addListener(trigger, \"click\", onClick, true); // note: used to pass true for capture but it prevented click-to-play-video functionality in Firefox.\n\n\n gsap.set(trigger, setVars);\n\n if (trigger.getBBox && trigger.ownerSVGElement && allowX !== allowY) {\n // a bug in chrome doesn't respect touch-action on SVG elements - it only works if we set it on the parent SVG.\n gsap.set(trigger.ownerSVGElement, {\n touchAction: vars.allowNativeTouchScrolling || vars.allowEventDefault ? \"manipulation\" : allowX ? \"pan-y\" : \"pan-x\"\n });\n }\n\n vars.allowContextMenu || _addListener(trigger, \"contextmenu\", onContextMenu);\n }\n\n _setSelectable(triggers, false);\n }\n\n _addScrollListener(target, updateScroll);\n\n enabled = true;\n\n if (InertiaPlugin && type !== \"soft\") {\n InertiaPlugin.track(scrollProxy || target, xyMode ? \"x,y\" : rotationMode ? \"rotation\" : \"top,left\");\n }\n\n target._gsDragID = id = target._gsDragID || \"d\" + _lookupCount++;\n _lookup[id] = self;\n\n if (scrollProxy) {\n scrollProxy.enable();\n scrollProxy.element._gsDragID = id;\n }\n\n (vars.bounds || rotationMode) && recordStartPositions();\n vars.bounds && self.applyBounds();\n return self;\n };\n\n _this2.disable = function (type) {\n var dragging = self.isDragging,\n i = triggers.length,\n trigger;\n\n while (--i > -1) {\n _setStyle(triggers[i], \"cursor\", null);\n }\n\n if (type !== \"soft\") {\n _setTouchActionForAllDescendants(triggers, null);\n\n i = triggers.length;\n\n while (--i > -1) {\n trigger = triggers[i];\n\n _setStyle(trigger, \"touchCallout\", null);\n\n _removeListener(trigger, \"mousedown\", onPress);\n\n _removeListener(trigger, \"touchstart\", onPress);\n\n _removeListener(trigger, \"click\", onClick, true);\n\n _removeListener(trigger, \"contextmenu\", onContextMenu);\n }\n\n _setSelectable(triggers, true);\n\n if (touchEventTarget) {\n _removeListener(touchEventTarget, \"touchcancel\", onRelease);\n\n _removeListener(touchEventTarget, \"touchend\", onRelease);\n\n _removeListener(touchEventTarget, \"touchmove\", onMove);\n }\n\n _removeListener(ownerDoc, \"mouseup\", onRelease);\n\n _removeListener(ownerDoc, \"mousemove\", onMove);\n }\n\n _removeScrollListener(target, updateScroll);\n\n enabled = false;\n\n if (InertiaPlugin && type !== \"soft\") {\n InertiaPlugin.untrack(scrollProxy || target, xyMode ? \"x,y\" : rotationMode ? \"rotation\" : \"top,left\");\n self.tween && self.tween.kill();\n }\n\n scrollProxy && scrollProxy.disable();\n\n _removeFromRenderQueue(render);\n\n self.isDragging = self.isPressed = isClicking = false;\n dragging && _dispatchEvent(self, \"dragend\", \"onDragEnd\");\n return self;\n };\n\n _this2.enabled = function (value, type) {\n return arguments.length ? value ? self.enable(type) : self.disable(type) : enabled;\n };\n\n _this2.kill = function () {\n self.isThrowing = false;\n self.tween && self.tween.kill();\n self.disable();\n gsap.set(triggers, {\n clearProps: \"userSelect\"\n });\n delete _lookup[target._gsDragID];\n return self;\n };\n\n _this2.revert = function () {\n this.kill();\n this.styles && this.styles.revert();\n };\n\n if (~type.indexOf(\"scroll\")) {\n scrollProxy = _this2.scrollProxy = new ScrollProxy(target, _extend({\n onKill: function onKill() {\n //ScrollProxy's onKill() gets called if/when the ScrollProxy senses that the user interacted with the scroll position manually (like using the scrollbar). IE9 doesn't fire the \"mouseup\" properly when users drag the scrollbar of an element, so this works around that issue.\n self.isPressed && onRelease(null);\n }\n }, vars)); //a bug in many Android devices' stock browser causes scrollTop to get forced back to 0 after it is altered via JS, so we set overflow to \"hidden\" on mobile/touch devices (they hide the scroll bar anyway). That works around the bug. (This bug is discussed at https://code.google.com/p/android/issues/detail?id=19625)\n\n target.style.overflowY = allowY && !_isTouchDevice ? \"auto\" : \"hidden\";\n target.style.overflowX = allowX && !_isTouchDevice ? \"auto\" : \"hidden\";\n target = scrollProxy.content;\n }\n\n if (rotationMode) {\n killProps.rotation = 1;\n } else {\n if (allowX) {\n killProps[xProp] = 1;\n }\n\n if (allowY) {\n killProps[yProp] = 1;\n }\n }\n\n gsCache.force3D = \"force3D\" in vars ? vars.force3D : true; //otherwise, normal dragging would be in 2D and then as soon as it's released and there's an inertia tween, it'd jump to 3D which can create an initial jump due to the work the browser must to do layerize it.\n\n _context(_assertThisInitialized(_this2));\n\n _this2.enable();\n\n return _this2;\n }\n\n Draggable.register = function register(core) {\n gsap = core;\n\n _initCore();\n };\n\n Draggable.create = function create(targets, vars) {\n _coreInitted || _initCore(true);\n return _toArray(targets).map(function (target) {\n return new Draggable(target, vars);\n });\n };\n\n Draggable.get = function get(target) {\n return _lookup[(_toArray(target)[0] || {})._gsDragID];\n };\n\n Draggable.timeSinceDrag = function timeSinceDrag() {\n return (_getTime() - _lastDragTime) / 1000;\n };\n\n Draggable.hitTest = function hitTest(obj1, obj2, threshold) {\n if (obj1 === obj2) {\n return false;\n }\n\n var r1 = _parseRect(obj1),\n r2 = _parseRect(obj2),\n top = r1.top,\n left = r1.left,\n right = r1.right,\n bottom = r1.bottom,\n width = r1.width,\n height = r1.height,\n isOutside = r2.left > right || r2.right < left || r2.top > bottom || r2.bottom < top,\n overlap,\n area,\n isRatio;\n\n if (isOutside || !threshold) {\n return !isOutside;\n }\n\n isRatio = (threshold + \"\").indexOf(\"%\") !== -1;\n threshold = parseFloat(threshold) || 0;\n overlap = {\n left: Math.max(left, r2.left),\n top: Math.max(top, r2.top)\n };\n overlap.width = Math.min(right, r2.right) - overlap.left;\n overlap.height = Math.min(bottom, r2.bottom) - overlap.top;\n\n if (overlap.width < 0 || overlap.height < 0) {\n return false;\n }\n\n if (isRatio) {\n threshold *= 0.01;\n area = overlap.width * overlap.height;\n return area >= width * height * threshold || area >= r2.width * r2.height * threshold;\n }\n\n return overlap.width > threshold && overlap.height > threshold;\n };\n\n return Draggable;\n}(EventDispatcher);\n\n_setDefaults(Draggable.prototype, {\n pointerX: 0,\n pointerY: 0,\n startX: 0,\n startY: 0,\n deltaX: 0,\n deltaY: 0,\n isDragging: false,\n isPressed: false\n});\n\nDraggable.zIndex = 1000;\nDraggable.version = \"3.13.0\";\n_getGSAP() && gsap.registerPlugin(Draggable);\nexport { Draggable as default };","function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\n/*!\n * Observer 3.13.0\n * https://gsap.com\n *\n * @license Copyright 2008-2025, GreenSock. All rights reserved.\n * Subject to the terms at https://gsap.com/standard-license\n * @author: Jack Doyle, jack@greensock.com\n*/\n\n/* eslint-disable */\nvar gsap,\n _coreInitted,\n _clamp,\n _win,\n _doc,\n _docEl,\n _body,\n _isTouch,\n _pointerType,\n ScrollTrigger,\n _root,\n _normalizer,\n _eventTypes,\n _context,\n _getGSAP = function _getGSAP() {\n return gsap || typeof window !== \"undefined\" && (gsap = window.gsap) && gsap.registerPlugin && gsap;\n},\n _startup = 1,\n _observers = [],\n _scrollers = [],\n _proxies = [],\n _getTime = Date.now,\n _bridge = function _bridge(name, value) {\n return value;\n},\n _integrate = function _integrate() {\n var core = ScrollTrigger.core,\n data = core.bridge || {},\n scrollers = core._scrollers,\n proxies = core._proxies;\n scrollers.push.apply(scrollers, _scrollers);\n proxies.push.apply(proxies, _proxies);\n _scrollers = scrollers;\n _proxies = proxies;\n\n _bridge = function _bridge(name, value) {\n return data[name](value);\n };\n},\n _getProxyProp = function _getProxyProp(element, property) {\n return ~_proxies.indexOf(element) && _proxies[_proxies.indexOf(element) + 1][property];\n},\n _isViewport = function _isViewport(el) {\n return !!~_root.indexOf(el);\n},\n _addListener = function _addListener(element, type, func, passive, capture) {\n return element.addEventListener(type, func, {\n passive: passive !== false,\n capture: !!capture\n });\n},\n _removeListener = function _removeListener(element, type, func, capture) {\n return element.removeEventListener(type, func, !!capture);\n},\n _scrollLeft = \"scrollLeft\",\n _scrollTop = \"scrollTop\",\n _onScroll = function _onScroll() {\n return _normalizer && _normalizer.isPressed || _scrollers.cache++;\n},\n _scrollCacheFunc = function _scrollCacheFunc(f, doNotCache) {\n var cachingFunc = function cachingFunc(value) {\n // since reading the scrollTop/scrollLeft/pageOffsetY/pageOffsetX can trigger a layout, this function allows us to cache the value so it only gets read fresh after a \"scroll\" event fires (or while we're refreshing because that can lengthen the page and alter the scroll position). when \"soft\" is true, that means don't actually set the scroll, but cache the new value instead (useful in ScrollSmoother)\n if (value || value === 0) {\n _startup && (_win.history.scrollRestoration = \"manual\"); // otherwise the new position will get overwritten by the browser onload.\n\n var isNormalizing = _normalizer && _normalizer.isPressed;\n value = cachingFunc.v = Math.round(value) || (_normalizer && _normalizer.iOS ? 1 : 0); //TODO: iOS Bug: if you allow it to go to 0, Safari can start to report super strange (wildly inaccurate) touch positions!\n\n f(value);\n cachingFunc.cacheID = _scrollers.cache;\n isNormalizing && _bridge(\"ss\", value); // set scroll (notify ScrollTrigger so it can dispatch a \"scrollStart\" event if necessary\n } else if (doNotCache || _scrollers.cache !== cachingFunc.cacheID || _bridge(\"ref\")) {\n cachingFunc.cacheID = _scrollers.cache;\n cachingFunc.v = f();\n }\n\n return cachingFunc.v + cachingFunc.offset;\n };\n\n cachingFunc.offset = 0;\n return f && cachingFunc;\n},\n _horizontal = {\n s: _scrollLeft,\n p: \"left\",\n p2: \"Left\",\n os: \"right\",\n os2: \"Right\",\n d: \"width\",\n d2: \"Width\",\n a: \"x\",\n sc: _scrollCacheFunc(function (value) {\n return arguments.length ? _win.scrollTo(value, _vertical.sc()) : _win.pageXOffset || _doc[_scrollLeft] || _docEl[_scrollLeft] || _body[_scrollLeft] || 0;\n })\n},\n _vertical = {\n s: _scrollTop,\n p: \"top\",\n p2: \"Top\",\n os: \"bottom\",\n os2: \"Bottom\",\n d: \"height\",\n d2: \"Height\",\n a: \"y\",\n op: _horizontal,\n sc: _scrollCacheFunc(function (value) {\n return arguments.length ? _win.scrollTo(_horizontal.sc(), value) : _win.pageYOffset || _doc[_scrollTop] || _docEl[_scrollTop] || _body[_scrollTop] || 0;\n })\n},\n _getTarget = function _getTarget(t, self) {\n return (self && self._ctx && self._ctx.selector || gsap.utils.toArray)(t)[0] || (typeof t === \"string\" && gsap.config().nullTargetWarn !== false ? console.warn(\"Element not found:\", t) : null);\n},\n _isWithin = function _isWithin(element, list) {\n // check if the element is in the list or is a descendant of an element in the list.\n var i = list.length;\n\n while (i--) {\n if (list[i] === element || list[i].contains(element)) {\n return true;\n }\n }\n\n return false;\n},\n _getScrollFunc = function _getScrollFunc(element, _ref) {\n var s = _ref.s,\n sc = _ref.sc;\n // we store the scroller functions in an alternating sequenced Array like [element, verticalScrollFunc, horizontalScrollFunc, ...] so that we can minimize memory, maximize performance, and we also record the last position as a \".rec\" property in order to revert to that after refreshing to ensure things don't shift around.\n _isViewport(element) && (element = _doc.scrollingElement || _docEl);\n\n var i = _scrollers.indexOf(element),\n offset = sc === _vertical.sc ? 1 : 2;\n\n !~i && (i = _scrollers.push(element) - 1);\n _scrollers[i + offset] || _addListener(element, \"scroll\", _onScroll); // clear the cache when a scroll occurs\n\n var prev = _scrollers[i + offset],\n func = prev || (_scrollers[i + offset] = _scrollCacheFunc(_getProxyProp(element, s), true) || (_isViewport(element) ? sc : _scrollCacheFunc(function (value) {\n return arguments.length ? element[s] = value : element[s];\n })));\n func.target = element;\n prev || (func.smooth = gsap.getProperty(element, \"scrollBehavior\") === \"smooth\"); // only set it the first time (don't reset every time a scrollFunc is requested because perhaps it happens during a refresh() when it's disabled in ScrollTrigger.\n\n return func;\n},\n _getVelocityProp = function _getVelocityProp(value, minTimeRefresh, useDelta) {\n var v1 = value,\n v2 = value,\n t1 = _getTime(),\n t2 = t1,\n min = minTimeRefresh || 50,\n dropToZeroTime = Math.max(500, min * 3),\n update = function update(value, force) {\n var t = _getTime();\n\n if (force || t - t1 > min) {\n v2 = v1;\n v1 = value;\n t2 = t1;\n t1 = t;\n } else if (useDelta) {\n v1 += value;\n } else {\n // not totally necessary, but makes it a bit more accurate by adjusting the v1 value according to the new slope. This way we're not just ignoring the incoming data. Removing for now because it doesn't seem to make much practical difference and it's probably not worth the kb.\n v1 = v2 + (value - v2) / (t - t2) * (t1 - t2);\n }\n },\n reset = function reset() {\n v2 = v1 = useDelta ? 0 : v1;\n t2 = t1 = 0;\n },\n getVelocity = function getVelocity(latestValue) {\n var tOld = t2,\n vOld = v2,\n t = _getTime();\n\n (latestValue || latestValue === 0) && latestValue !== v1 && update(latestValue);\n return t1 === t2 || t - t2 > dropToZeroTime ? 0 : (v1 + (useDelta ? vOld : -vOld)) / ((useDelta ? t : t1) - tOld) * 1000;\n };\n\n return {\n update: update,\n reset: reset,\n getVelocity: getVelocity\n };\n},\n _getEvent = function _getEvent(e, preventDefault) {\n preventDefault && !e._gsapAllow && e.preventDefault();\n return e.changedTouches ? e.changedTouches[0] : e;\n},\n _getAbsoluteMax = function _getAbsoluteMax(a) {\n var max = Math.max.apply(Math, a),\n min = Math.min.apply(Math, a);\n return Math.abs(max) >= Math.abs(min) ? max : min;\n},\n _setScrollTrigger = function _setScrollTrigger() {\n ScrollTrigger = gsap.core.globals().ScrollTrigger;\n ScrollTrigger && ScrollTrigger.core && _integrate();\n},\n _initCore = function _initCore(core) {\n gsap = core || _getGSAP();\n\n if (!_coreInitted && gsap && typeof document !== \"undefined\" && document.body) {\n _win = window;\n _doc = document;\n _docEl = _doc.documentElement;\n _body = _doc.body;\n _root = [_win, _doc, _docEl, _body];\n _clamp = gsap.utils.clamp;\n\n _context = gsap.core.context || function () {};\n\n _pointerType = \"onpointerenter\" in _body ? \"pointer\" : \"mouse\"; // isTouch is 0 if no touch, 1 if ONLY touch, and 2 if it can accommodate touch but also other types like mouse/pointer.\n\n _isTouch = Observer.isTouch = _win.matchMedia && _win.matchMedia(\"(hover: none), (pointer: coarse)\").matches ? 1 : \"ontouchstart\" in _win || navigator.maxTouchPoints > 0 || navigator.msMaxTouchPoints > 0 ? 2 : 0;\n _eventTypes = Observer.eventTypes = (\"ontouchstart\" in _docEl ? \"touchstart,touchmove,touchcancel,touchend\" : !(\"onpointerdown\" in _docEl) ? \"mousedown,mousemove,mouseup,mouseup\" : \"pointerdown,pointermove,pointercancel,pointerup\").split(\",\");\n setTimeout(function () {\n return _startup = 0;\n }, 500);\n\n _setScrollTrigger();\n\n _coreInitted = 1;\n }\n\n return _coreInitted;\n};\n\n_horizontal.op = _vertical;\n_scrollers.cache = 0;\nexport var Observer = /*#__PURE__*/function () {\n function Observer(vars) {\n this.init(vars);\n }\n\n var _proto = Observer.prototype;\n\n _proto.init = function init(vars) {\n _coreInitted || _initCore(gsap) || console.warn(\"Please gsap.registerPlugin(Observer)\");\n ScrollTrigger || _setScrollTrigger();\n var tolerance = vars.tolerance,\n dragMinimum = vars.dragMinimum,\n type = vars.type,\n target = vars.target,\n lineHeight = vars.lineHeight,\n debounce = vars.debounce,\n preventDefault = vars.preventDefault,\n onStop = vars.onStop,\n onStopDelay = vars.onStopDelay,\n ignore = vars.ignore,\n wheelSpeed = vars.wheelSpeed,\n event = vars.event,\n onDragStart = vars.onDragStart,\n onDragEnd = vars.onDragEnd,\n onDrag = vars.onDrag,\n onPress = vars.onPress,\n onRelease = vars.onRelease,\n onRight = vars.onRight,\n onLeft = vars.onLeft,\n onUp = vars.onUp,\n onDown = vars.onDown,\n onChangeX = vars.onChangeX,\n onChangeY = vars.onChangeY,\n onChange = vars.onChange,\n onToggleX = vars.onToggleX,\n onToggleY = vars.onToggleY,\n onHover = vars.onHover,\n onHoverEnd = vars.onHoverEnd,\n onMove = vars.onMove,\n ignoreCheck = vars.ignoreCheck,\n isNormalizer = vars.isNormalizer,\n onGestureStart = vars.onGestureStart,\n onGestureEnd = vars.onGestureEnd,\n onWheel = vars.onWheel,\n onEnable = vars.onEnable,\n onDisable = vars.onDisable,\n onClick = vars.onClick,\n scrollSpeed = vars.scrollSpeed,\n capture = vars.capture,\n allowClicks = vars.allowClicks,\n lockAxis = vars.lockAxis,\n onLockAxis = vars.onLockAxis;\n this.target = target = _getTarget(target) || _docEl;\n this.vars = vars;\n ignore && (ignore = gsap.utils.toArray(ignore));\n tolerance = tolerance || 1e-9;\n dragMinimum = dragMinimum || 0;\n wheelSpeed = wheelSpeed || 1;\n scrollSpeed = scrollSpeed || 1;\n type = type || \"wheel,touch,pointer\";\n debounce = debounce !== false;\n lineHeight || (lineHeight = parseFloat(_win.getComputedStyle(_body).lineHeight) || 22); // note: browser may report \"normal\", so default to 22.\n\n var id,\n onStopDelayedCall,\n dragged,\n moved,\n wheeled,\n locked,\n axis,\n self = this,\n prevDeltaX = 0,\n prevDeltaY = 0,\n passive = vars.passive || !preventDefault && vars.passive !== false,\n scrollFuncX = _getScrollFunc(target, _horizontal),\n scrollFuncY = _getScrollFunc(target, _vertical),\n scrollX = scrollFuncX(),\n scrollY = scrollFuncY(),\n limitToTouch = ~type.indexOf(\"touch\") && !~type.indexOf(\"pointer\") && _eventTypes[0] === \"pointerdown\",\n // for devices that accommodate mouse events and touch events, we need to distinguish.\n isViewport = _isViewport(target),\n ownerDoc = target.ownerDocument || _doc,\n deltaX = [0, 0, 0],\n // wheel, scroll, pointer/touch\n deltaY = [0, 0, 0],\n onClickTime = 0,\n clickCapture = function clickCapture() {\n return onClickTime = _getTime();\n },\n _ignoreCheck = function _ignoreCheck(e, isPointerOrTouch) {\n return (self.event = e) && ignore && _isWithin(e.target, ignore) || isPointerOrTouch && limitToTouch && e.pointerType !== \"touch\" || ignoreCheck && ignoreCheck(e, isPointerOrTouch);\n },\n onStopFunc = function onStopFunc() {\n self._vx.reset();\n\n self._vy.reset();\n\n onStopDelayedCall.pause();\n onStop && onStop(self);\n },\n update = function update() {\n var dx = self.deltaX = _getAbsoluteMax(deltaX),\n dy = self.deltaY = _getAbsoluteMax(deltaY),\n changedX = Math.abs(dx) >= tolerance,\n changedY = Math.abs(dy) >= tolerance;\n\n onChange && (changedX || changedY) && onChange(self, dx, dy, deltaX, deltaY); // in ScrollTrigger.normalizeScroll(), we need to know if it was touch/pointer so we need access to the deltaX/deltaY Arrays before we clear them out.\n\n if (changedX) {\n onRight && self.deltaX > 0 && onRight(self);\n onLeft && self.deltaX < 0 && onLeft(self);\n onChangeX && onChangeX(self);\n onToggleX && self.deltaX < 0 !== prevDeltaX < 0 && onToggleX(self);\n prevDeltaX = self.deltaX;\n deltaX[0] = deltaX[1] = deltaX[2] = 0;\n }\n\n if (changedY) {\n onDown && self.deltaY > 0 && onDown(self);\n onUp && self.deltaY < 0 && onUp(self);\n onChangeY && onChangeY(self);\n onToggleY && self.deltaY < 0 !== prevDeltaY < 0 && onToggleY(self);\n prevDeltaY = self.deltaY;\n deltaY[0] = deltaY[1] = deltaY[2] = 0;\n }\n\n if (moved || dragged) {\n onMove && onMove(self);\n\n if (dragged) {\n onDragStart && dragged === 1 && onDragStart(self);\n onDrag && onDrag(self);\n dragged = 0;\n }\n\n moved = false;\n }\n\n locked && !(locked = false) && onLockAxis && onLockAxis(self);\n\n if (wheeled) {\n onWheel(self);\n wheeled = false;\n }\n\n id = 0;\n },\n onDelta = function onDelta(x, y, index) {\n deltaX[index] += x;\n deltaY[index] += y;\n\n self._vx.update(x);\n\n self._vy.update(y);\n\n debounce ? id || (id = requestAnimationFrame(update)) : update();\n },\n onTouchOrPointerDelta = function onTouchOrPointerDelta(x, y) {\n if (lockAxis && !axis) {\n self.axis = axis = Math.abs(x) > Math.abs(y) ? \"x\" : \"y\";\n locked = true;\n }\n\n if (axis !== \"y\") {\n deltaX[2] += x;\n\n self._vx.update(x, true); // update the velocity as frequently as possible instead of in the debounced function so that very quick touch-scrolls (flicks) feel natural. If it's the mouse/touch/pointer, force it so that we get snappy/accurate momentum scroll.\n\n }\n\n if (axis !== \"x\") {\n deltaY[2] += y;\n\n self._vy.update(y, true);\n }\n\n debounce ? id || (id = requestAnimationFrame(update)) : update();\n },\n _onDrag = function _onDrag(e) {\n if (_ignoreCheck(e, 1)) {\n return;\n }\n\n e = _getEvent(e, preventDefault);\n var x = e.clientX,\n y = e.clientY,\n dx = x - self.x,\n dy = y - self.y,\n isDragging = self.isDragging;\n self.x = x;\n self.y = y;\n\n if (isDragging || (dx || dy) && (Math.abs(self.startX - x) >= dragMinimum || Math.abs(self.startY - y) >= dragMinimum)) {\n dragged = isDragging ? 2 : 1; // dragged: 0 = not dragging, 1 = first drag, 2 = normal drag\n\n isDragging || (self.isDragging = true);\n onTouchOrPointerDelta(dx, dy);\n }\n },\n _onPress = self.onPress = function (e) {\n if (_ignoreCheck(e, 1) || e && e.button) {\n return;\n }\n\n self.axis = axis = null;\n onStopDelayedCall.pause();\n self.isPressed = true;\n e = _getEvent(e); // note: may need to preventDefault(?) Won't side-scroll on iOS Safari if we do, though.\n\n prevDeltaX = prevDeltaY = 0;\n self.startX = self.x = e.clientX;\n self.startY = self.y = e.clientY;\n\n self._vx.reset(); // otherwise the t2 may be stale if the user touches and flicks super fast and releases in less than 2 requestAnimationFrame ticks, causing velocity to be 0.\n\n\n self._vy.reset();\n\n _addListener(isNormalizer ? target : ownerDoc, _eventTypes[1], _onDrag, passive, true);\n\n self.deltaX = self.deltaY = 0;\n onPress && onPress(self);\n },\n _onRelease = self.onRelease = function (e) {\n if (_ignoreCheck(e, 1)) {\n return;\n }\n\n _removeListener(isNormalizer ? target : ownerDoc, _eventTypes[1], _onDrag, true);\n\n var isTrackingDrag = !isNaN(self.y - self.startY),\n wasDragging = self.isDragging,\n isDragNotClick = wasDragging && (Math.abs(self.x - self.startX) > 3 || Math.abs(self.y - self.startY) > 3),\n // some touch devices need some wiggle room in terms of sensing clicks - the finger may move a few pixels.\n eventData = _getEvent(e);\n\n if (!isDragNotClick && isTrackingDrag) {\n self._vx.reset();\n\n self._vy.reset(); //if (preventDefault && allowClicks && self.isPressed) { // check isPressed because in a rare edge case, the inputObserver in ScrollTrigger may stopPropagation() on the press/drag, so the onRelease may get fired without the onPress/onDrag ever getting called, thus it could trigger a click to occur on a link after scroll-dragging it.\n\n\n if (preventDefault && allowClicks) {\n gsap.delayedCall(0.08, function () {\n // some browsers (like Firefox) won't trust script-generated clicks, so if the user tries to click on a video to play it, for example, it simply won't work. Since a regular \"click\" event will most likely be generated anyway (one that has its isTrusted flag set to true), we must slightly delay our script-generated click so that the \"real\"/trusted one is prioritized. Remember, when there are duplicate events in quick succession, we suppress all but the first one. Some browsers don't even trigger the \"real\" one at all, so our synthetic one is a safety valve that ensures that no matter what, a click event does get dispatched.\n if (_getTime() - onClickTime > 300 && !e.defaultPrevented) {\n if (e.target.click) {\n //some browsers (like mobile Safari) don't properly trigger the click event\n e.target.click();\n } else if (ownerDoc.createEvent) {\n var syntheticEvent = ownerDoc.createEvent(\"MouseEvents\");\n syntheticEvent.initMouseEvent(\"click\", true, true, _win, 1, eventData.screenX, eventData.screenY, eventData.clientX, eventData.clientY, false, false, false, false, 0, null);\n e.target.dispatchEvent(syntheticEvent);\n }\n }\n });\n }\n }\n\n self.isDragging = self.isGesturing = self.isPressed = false;\n onStop && wasDragging && !isNormalizer && onStopDelayedCall.restart(true);\n dragged && update(); // in case debouncing, we don't want onDrag to fire AFTER onDragEnd().\n\n onDragEnd && wasDragging && onDragEnd(self);\n onRelease && onRelease(self, isDragNotClick);\n },\n _onGestureStart = function _onGestureStart(e) {\n return e.touches && e.touches.length > 1 && (self.isGesturing = true) && onGestureStart(e, self.isDragging);\n },\n _onGestureEnd = function _onGestureEnd() {\n return (self.isGesturing = false) || onGestureEnd(self);\n },\n onScroll = function onScroll(e) {\n if (_ignoreCheck(e)) {\n return;\n }\n\n var x = scrollFuncX(),\n y = scrollFuncY();\n onDelta((x - scrollX) * scrollSpeed, (y - scrollY) * scrollSpeed, 1);\n scrollX = x;\n scrollY = y;\n onStop && onStopDelayedCall.restart(true);\n },\n _onWheel = function _onWheel(e) {\n if (_ignoreCheck(e)) {\n return;\n }\n\n e = _getEvent(e, preventDefault);\n onWheel && (wheeled = true);\n var multiplier = (e.deltaMode === 1 ? lineHeight : e.deltaMode === 2 ? _win.innerHeight : 1) * wheelSpeed;\n onDelta(e.deltaX * multiplier, e.deltaY * multiplier, 0);\n onStop && !isNormalizer && onStopDelayedCall.restart(true);\n },\n _onMove = function _onMove(e) {\n if (_ignoreCheck(e)) {\n return;\n }\n\n var x = e.clientX,\n y = e.clientY,\n dx = x - self.x,\n dy = y - self.y;\n self.x = x;\n self.y = y;\n moved = true;\n onStop && onStopDelayedCall.restart(true);\n (dx || dy) && onTouchOrPointerDelta(dx, dy);\n },\n _onHover = function _onHover(e) {\n self.event = e;\n onHover(self);\n },\n _onHoverEnd = function _onHoverEnd(e) {\n self.event = e;\n onHoverEnd(self);\n },\n _onClick = function _onClick(e) {\n return _ignoreCheck(e) || _getEvent(e, preventDefault) && onClick(self);\n };\n\n onStopDelayedCall = self._dc = gsap.delayedCall(onStopDelay || 0.25, onStopFunc).pause();\n self.deltaX = self.deltaY = 0;\n self._vx = _getVelocityProp(0, 50, true);\n self._vy = _getVelocityProp(0, 50, true);\n self.scrollX = scrollFuncX;\n self.scrollY = scrollFuncY;\n self.isDragging = self.isGesturing = self.isPressed = false;\n\n _context(this);\n\n self.enable = function (e) {\n if (!self.isEnabled) {\n _addListener(isViewport ? ownerDoc : target, \"scroll\", _onScroll);\n\n type.indexOf(\"scroll\") >= 0 && _addListener(isViewport ? ownerDoc : target, \"scroll\", onScroll, passive, capture);\n type.indexOf(\"wheel\") >= 0 && _addListener(target, \"wheel\", _onWheel, passive, capture);\n\n if (type.indexOf(\"touch\") >= 0 && _isTouch || type.indexOf(\"pointer\") >= 0) {\n _addListener(target, _eventTypes[0], _onPress, passive, capture);\n\n _addListener(ownerDoc, _eventTypes[2], _onRelease);\n\n _addListener(ownerDoc, _eventTypes[3], _onRelease);\n\n allowClicks && _addListener(target, \"click\", clickCapture, true, true);\n onClick && _addListener(target, \"click\", _onClick);\n onGestureStart && _addListener(ownerDoc, \"gesturestart\", _onGestureStart);\n onGestureEnd && _addListener(ownerDoc, \"gestureend\", _onGestureEnd);\n onHover && _addListener(target, _pointerType + \"enter\", _onHover);\n onHoverEnd && _addListener(target, _pointerType + \"leave\", _onHoverEnd);\n onMove && _addListener(target, _pointerType + \"move\", _onMove);\n }\n\n self.isEnabled = true;\n self.isDragging = self.isGesturing = self.isPressed = moved = dragged = false;\n\n self._vx.reset();\n\n self._vy.reset();\n\n scrollX = scrollFuncX();\n scrollY = scrollFuncY();\n e && e.type && _onPress(e);\n onEnable && onEnable(self);\n }\n\n return self;\n };\n\n self.disable = function () {\n if (self.isEnabled) {\n // only remove the _onScroll listener if there aren't any others that rely on the functionality.\n _observers.filter(function (o) {\n return o !== self && _isViewport(o.target);\n }).length || _removeListener(isViewport ? ownerDoc : target, \"scroll\", _onScroll);\n\n if (self.isPressed) {\n self._vx.reset();\n\n self._vy.reset();\n\n _removeListener(isNormalizer ? target : ownerDoc, _eventTypes[1], _onDrag, true);\n }\n\n _removeListener(isViewport ? ownerDoc : target, \"scroll\", onScroll, capture);\n\n _removeListener(target, \"wheel\", _onWheel, capture);\n\n _removeListener(target, _eventTypes[0], _onPress, capture);\n\n _removeListener(ownerDoc, _eventTypes[2], _onRelease);\n\n _removeListener(ownerDoc, _eventTypes[3], _onRelease);\n\n _removeListener(target, \"click\", clickCapture, true);\n\n _removeListener(target, \"click\", _onClick);\n\n _removeListener(ownerDoc, \"gesturestart\", _onGestureStart);\n\n _removeListener(ownerDoc, \"gestureend\", _onGestureEnd);\n\n _removeListener(target, _pointerType + \"enter\", _onHover);\n\n _removeListener(target, _pointerType + \"leave\", _onHoverEnd);\n\n _removeListener(target, _pointerType + \"move\", _onMove);\n\n self.isEnabled = self.isPressed = self.isDragging = false;\n onDisable && onDisable(self);\n }\n };\n\n self.kill = self.revert = function () {\n self.disable();\n\n var i = _observers.indexOf(self);\n\n i >= 0 && _observers.splice(i, 1);\n _normalizer === self && (_normalizer = 0);\n };\n\n _observers.push(self);\n\n isNormalizer && _isViewport(target) && (_normalizer = self);\n self.enable(event);\n };\n\n _createClass(Observer, [{\n key: \"velocityX\",\n get: function get() {\n return this._vx.getVelocity();\n }\n }, {\n key: \"velocityY\",\n get: function get() {\n return this._vy.getVelocity();\n }\n }]);\n\n return Observer;\n}();\nObserver.version = \"3.13.0\";\n\nObserver.create = function (vars) {\n return new Observer(vars);\n};\n\nObserver.register = _initCore;\n\nObserver.getAll = function () {\n return _observers.slice();\n};\n\nObserver.getById = function (id) {\n return _observers.filter(function (o) {\n return o.vars.id === id;\n })[0];\n};\n\n_getGSAP() && gsap.registerPlugin(Observer);\nexport { Observer as default, _isViewport, _scrollers, _getScrollFunc, _getProxyProp, _proxies, _getVelocityProp, _vertical, _horizontal, _getTarget };","/*!\n * VelocityTracker: 3.13.0\n * https://gsap.com\n *\n * Copyright 2008-2025, GreenSock. All rights reserved.\n * Subject to the terms at https://gsap.com/standard-license\n * @author: Jack Doyle, jack@greensock.com\n*/\n\n/* eslint-disable */\nvar gsap,\n _coreInitted,\n _toArray,\n _getUnit,\n _first,\n _ticker,\n _time1,\n _time2,\n _getCache,\n _getGSAP = function _getGSAP() {\n return gsap || typeof window !== \"undefined\" && (gsap = window.gsap);\n},\n _lookup = {},\n _round = function _round(value) {\n return Math.round(value * 10000) / 10000;\n},\n _getID = function _getID(target) {\n return _getCache(target).id;\n},\n _getByTarget = function _getByTarget(target) {\n return _lookup[_getID(typeof target === \"string\" ? _toArray(target)[0] : target)];\n},\n _onTick = function _onTick(time) {\n var pt = _first,\n val; //if the frame rate is too high, we won't be able to track the velocity as well, so only update the values about 20 times per second\n\n if (time - _time1 >= 0.05) {\n _time2 = _time1;\n _time1 = time;\n\n while (pt) {\n val = pt.g(pt.t, pt.p);\n\n if (val !== pt.v1 || time - pt.t1 > 0.2) {\n //use a threshold of 0.2 seconds for zeroing-out velocity. If we only use 0.05 and things update slightly slower, like some Android devices dispatch \"touchmove\" events sluggishly so 2 or 3 ticks of the gsap.ticker may elapse inbetween, thus it may appear like the object is not moving but it actually is but it's not updating as frequently. A threshold of 0.2 seconds seems to be a good balance. We want to update things frequently (0.05 seconds) when they're moving so that we can respond to fast motions accurately, but we want to be more resistant to go back to a zero velocity.\n pt.v2 = pt.v1;\n pt.v1 = val;\n pt.t2 = pt.t1;\n pt.t1 = time;\n }\n\n pt = pt._next;\n }\n }\n},\n _types = {\n deg: 360,\n rad: Math.PI * 2\n},\n _initCore = function _initCore() {\n gsap = _getGSAP();\n\n if (gsap) {\n _toArray = gsap.utils.toArray;\n _getUnit = gsap.utils.getUnit;\n _getCache = gsap.core.getCache;\n _ticker = gsap.ticker;\n _coreInitted = 1;\n }\n};\n\nvar PropTracker = function PropTracker(target, property, type, next) {\n this.t = target;\n this.p = property;\n this.g = target._gsap.get;\n this.rCap = _types[type || _getUnit(this.g(target, property))]; //rotational cap (for degrees, \"deg\", it's 360 and for radians, \"rad\", it's Math.PI * 2)\n\n this.v1 = this.v2 = 0;\n this.t1 = this.t2 = _ticker.time;\n\n if (next) {\n this._next = next;\n next._prev = this;\n }\n};\n\nexport var VelocityTracker = /*#__PURE__*/function () {\n function VelocityTracker(target, property) {\n if (!_coreInitted) {\n _initCore();\n }\n\n this.target = _toArray(target)[0];\n _lookup[_getID(this.target)] = this;\n this._props = {};\n property && this.add(property);\n }\n\n VelocityTracker.register = function register(core) {\n gsap = core;\n\n _initCore();\n };\n\n var _proto = VelocityTracker.prototype;\n\n _proto.get = function get(property, skipRecentTick) {\n var pt = this._props[property] || console.warn(\"Not tracking \" + property + \" velocity.\"),\n val,\n dif,\n rotationCap;\n val = parseFloat(skipRecentTick ? pt.v1 : pt.g(pt.t, pt.p));\n dif = val - parseFloat(pt.v2);\n rotationCap = pt.rCap;\n\n if (rotationCap) {\n //rotational values need special interpretation so that if, for example, they go from 179 to -178 degrees it is interpreted as a change of 3 instead of -357.\n dif = dif % rotationCap;\n\n if (dif !== dif % (rotationCap / 2)) {\n dif = dif < 0 ? dif + rotationCap : dif - rotationCap;\n }\n }\n\n return _round(dif / ((skipRecentTick ? pt.t1 : _ticker.time) - pt.t2));\n };\n\n _proto.getAll = function getAll() {\n var result = {},\n props = this._props,\n p;\n\n for (p in props) {\n result[p] = this.get(p);\n }\n\n return result;\n };\n\n _proto.isTracking = function isTracking(property) {\n return property in this._props;\n };\n\n _proto.add = function add(property, type) {\n if (!(property in this._props)) {\n if (!_first) {\n _ticker.add(_onTick);\n\n _time1 = _time2 = _ticker.time;\n }\n\n _first = this._props[property] = new PropTracker(this.target, property, type, _first);\n }\n };\n\n _proto.remove = function remove(property) {\n var pt = this._props[property],\n prev,\n next;\n\n if (pt) {\n prev = pt._prev;\n next = pt._next;\n\n if (prev) {\n prev._next = next;\n }\n\n if (next) {\n next._prev = prev;\n } else if (_first === pt) {\n _ticker.remove(_onTick);\n\n _first = 0;\n }\n\n delete this._props[property];\n }\n };\n\n _proto.kill = function kill(shallow) {\n for (var p in this._props) {\n this.remove(p);\n }\n\n if (!shallow) {\n delete _lookup[_getID(this.target)];\n }\n };\n\n VelocityTracker.track = function track(targets, properties, types) {\n if (!_coreInitted) {\n _initCore();\n }\n\n var result = [],\n targs = _toArray(targets),\n a = properties.split(\",\"),\n t = (types || \"\").split(\",\"),\n i = targs.length,\n tracker,\n j;\n\n while (i--) {\n tracker = _getByTarget(targs[i]) || new VelocityTracker(targs[i]);\n j = a.length;\n\n while (j--) {\n tracker.add(a[j], t[j] || t[0]);\n }\n\n result.push(tracker);\n }\n\n return result;\n };\n\n VelocityTracker.untrack = function untrack(targets, properties) {\n var props = (properties || \"\").split(\",\");\n\n _toArray(targets).forEach(function (target) {\n var tracker = _getByTarget(target);\n\n if (tracker) {\n if (!props.length) {\n tracker.kill(1);\n } else {\n props.forEach(function (p) {\n return tracker.remove(p);\n });\n }\n }\n });\n };\n\n VelocityTracker.isTracking = function isTracking(target, property) {\n var tracker = _getByTarget(target);\n\n return tracker && tracker.isTracking(property);\n };\n\n VelocityTracker.getVelocity = function getVelocity(target, property) {\n var tracker = _getByTarget(target);\n\n return !tracker || !tracker.isTracking(property) ? console.warn(\"Not tracking velocity of \" + property) : tracker.get(property);\n };\n\n return VelocityTracker;\n}();\nVelocityTracker.getByTarget = _getByTarget;\n_getGSAP() && gsap.registerPlugin(VelocityTracker);\nexport { VelocityTracker as default };","/*!\n * InertiaPlugin 3.13.0\n * https://gsap.com\n *\n * @license Copyright 2008-2025, GreenSock. All rights reserved.\n * Subject to the terms at https://gsap.com/standard-license\n * @author: Jack Doyle, jack@greensock.com\n*/\n\n/* eslint-disable */\nimport { VelocityTracker } from \"./utils/VelocityTracker.js\";\n\nvar gsap,\n _coreInitted,\n _parseEase,\n _toArray,\n _power3,\n _config,\n _getUnit,\n PropTween,\n _getCache,\n _checkPointRatio,\n _clamp,\n _processingVars,\n _getStyleSaver,\n _reverting,\n _getTracker = VelocityTracker.getByTarget,\n _getGSAP = function _getGSAP() {\n return gsap || typeof window !== \"undefined\" && (gsap = window.gsap) && gsap.registerPlugin && gsap;\n},\n _isString = function _isString(value) {\n return typeof value === \"string\";\n},\n _isNumber = function _isNumber(value) {\n return typeof value === \"number\";\n},\n _isObject = function _isObject(value) {\n return typeof value === \"object\";\n},\n _isFunction = function _isFunction(value) {\n return typeof value === \"function\";\n},\n _bonusValidated = 1,\n //<name>InertiaPlugin</name>\n_isArray = Array.isArray,\n _emptyFunc = function _emptyFunc(p) {\n return p;\n},\n _bigNum = 1e10,\n _tinyNum = 1 / _bigNum,\n _checkPoint = 0.05,\n _round = function _round(value) {\n return Math.round(value * 10000) / 10000;\n},\n _extend = function _extend(obj, defaults, exclude) {\n for (var p in defaults) {\n if (!(p in obj) && p !== exclude) {\n obj[p] = defaults[p];\n }\n }\n\n return obj;\n},\n _deepClone = function _deepClone(obj) {\n var copy = {},\n p,\n v;\n\n for (p in obj) {\n copy[p] = _isObject(v = obj[p]) && !_isArray(v) ? _deepClone(v) : v;\n }\n\n return copy;\n},\n _getClosest = function _getClosest(n, values, max, min, radius) {\n var i = values.length,\n closest = 0,\n absDif = _bigNum,\n val,\n dif,\n p,\n dist;\n\n if (_isObject(n)) {\n while (i--) {\n val = values[i];\n dif = 0;\n\n for (p in n) {\n dist = val[p] - n[p];\n dif += dist * dist;\n }\n\n if (dif < absDif) {\n closest = i;\n absDif = dif;\n }\n }\n\n if ((radius || _bigNum) < _bigNum && radius < Math.sqrt(absDif)) {\n return n;\n }\n } else {\n while (i--) {\n val = values[i];\n dif = val - n;\n\n if (dif < 0) {\n dif = -dif;\n }\n\n if (dif < absDif && val >= min && val <= max) {\n closest = i;\n absDif = dif;\n }\n }\n }\n\n return values[closest];\n},\n _parseEnd = function _parseEnd(curProp, end, max, min, name, radius, velocity) {\n if (curProp.end === \"auto\") {\n return curProp;\n }\n\n var endVar = curProp.end,\n adjustedEnd,\n p;\n max = isNaN(max) ? _bigNum : max;\n min = isNaN(min) ? -_bigNum : min;\n\n if (_isObject(end)) {\n //for objects, like {x, y} where they're linked and we must pass an object to the function or find the closest value in an array.\n adjustedEnd = end.calculated ? end : (_isFunction(endVar) ? endVar(end, velocity) : _getClosest(end, endVar, max, min, radius)) || end;\n\n if (!end.calculated) {\n for (p in adjustedEnd) {\n end[p] = adjustedEnd[p];\n }\n\n end.calculated = true;\n }\n\n adjustedEnd = adjustedEnd[name];\n } else {\n adjustedEnd = _isFunction(endVar) ? endVar(end, velocity) : _isArray(endVar) ? _getClosest(end, endVar, max, min, radius) : parseFloat(endVar);\n }\n\n if (adjustedEnd > max) {\n adjustedEnd = max;\n } else if (adjustedEnd < min) {\n adjustedEnd = min;\n }\n\n return {\n max: adjustedEnd,\n min: adjustedEnd,\n unitFactor: curProp.unitFactor\n };\n},\n _getNumOrDefault = function _getNumOrDefault(vars, property, defaultValue) {\n return isNaN(vars[property]) ? defaultValue : +vars[property];\n},\n _calculateChange = function _calculateChange(velocity, duration) {\n return duration * _checkPoint * velocity / _checkPointRatio;\n},\n _calculateDuration = function _calculateDuration(start, end, velocity) {\n return Math.abs((end - start) * _checkPointRatio / velocity / _checkPoint);\n},\n _reservedProps = {\n resistance: 1,\n checkpoint: 1,\n preventOvershoot: 1,\n linkedProps: 1,\n radius: 1,\n duration: 1\n},\n _processLinkedProps = function _processLinkedProps(target, vars, getVal, resistance) {\n if (vars.linkedProps) {\n //when there are linkedProps (typically \"x,y\" where snapping has to factor in multiple properties, we must first populate an object with all of those end values, then feed it to the function that make any necessary alterations. So the point of this first loop is to simply build an object (like {x:100, y:204.5}) for feeding into that function which we'll do later in the \"real\" loop.\n var linkedPropNames = vars.linkedProps.split(\",\"),\n linkedProps = {},\n i,\n p,\n curProp,\n curVelocity,\n tracker,\n curDuration;\n\n for (i = 0; i < linkedPropNames.length; i++) {\n p = linkedPropNames[i];\n curProp = vars[p];\n\n if (curProp) {\n if (_isNumber(curProp.velocity)) {\n curVelocity = curProp.velocity;\n } else {\n tracker = tracker || _getTracker(target);\n curVelocity = tracker && tracker.isTracking(p) ? tracker.get(p) : 0;\n }\n\n curDuration = Math.abs(curVelocity / _getNumOrDefault(curProp, \"resistance\", resistance));\n linkedProps[p] = parseFloat(getVal(target, p)) + _calculateChange(curVelocity, curDuration);\n }\n }\n\n return linkedProps;\n }\n},\n _calculateTweenDuration = function _calculateTweenDuration(target, vars, maxDuration, minDuration, overshootTolerance, recordEnd) {\n if (maxDuration === void 0) {\n maxDuration = 10;\n }\n\n if (minDuration === void 0) {\n minDuration = 0.2;\n }\n\n if (overshootTolerance === void 0) {\n overshootTolerance = 1;\n }\n\n if (recordEnd === void 0) {\n recordEnd = 0;\n }\n\n _isString(target) && (target = _toArray(target)[0]);\n\n if (!target) {\n return 0;\n }\n\n var duration = 0,\n clippedDuration = _bigNum,\n inertiaVars = vars.inertia || vars,\n getVal = _getCache(target).get,\n resistance = _getNumOrDefault(inertiaVars, \"resistance\", _config.resistance),\n p,\n curProp,\n curDuration,\n curVelocity,\n curVal,\n end,\n curClippedDuration,\n tracker,\n unitFactor,\n linkedProps; //when there are linkedProps (typically \"x,y\" where snapping has to factor in multiple properties, we must first populate an object with all of those end values, then feed it to the function that make any necessary alterations. So the point of this first loop is to simply build an object (like {x:100, y:204.5}) for feeding into that function which we'll do later in the \"real\" loop.\n\n\n linkedProps = _processLinkedProps(target, inertiaVars, getVal, resistance);\n\n for (p in inertiaVars) {\n if (!_reservedProps[p]) {\n curProp = inertiaVars[p];\n\n if (!_isObject(curProp)) {\n tracker = tracker || _getTracker(target);\n\n if (tracker && tracker.isTracking(p)) {\n curProp = _isNumber(curProp) ? {\n velocity: curProp\n } : {\n velocity: tracker.get(p)\n }; //if we're tracking this property, we should use the tracking velocity and then use the numeric value that was passed in as the min and max so that it tweens exactly there.\n } else {\n curVelocity = +curProp || 0;\n curDuration = Math.abs(curVelocity / resistance);\n }\n }\n\n if (_isObject(curProp)) {\n if (_isNumber(curProp.velocity)) {\n curVelocity = curProp.velocity;\n } else {\n tracker = tracker || _getTracker(target);\n curVelocity = tracker && tracker.isTracking(p) ? tracker.get(p) : 0;\n }\n\n curDuration = _clamp(minDuration, maxDuration, Math.abs(curVelocity / _getNumOrDefault(curProp, \"resistance\", resistance)));\n curVal = parseFloat(getVal(target, p)) || 0;\n end = curVal + _calculateChange(curVelocity, curDuration);\n\n if (\"end\" in curProp) {\n curProp = _parseEnd(curProp, linkedProps && p in linkedProps ? linkedProps : end, curProp.max, curProp.min, p, inertiaVars.radius, curVelocity);\n\n if (recordEnd) {\n _processingVars === vars && (_processingVars = inertiaVars = _deepClone(vars));\n inertiaVars[p] = _extend(curProp, inertiaVars[p], \"end\");\n }\n }\n\n if (\"max\" in curProp && end > +curProp.max + _tinyNum) {\n unitFactor = curProp.unitFactor || _config.unitFactors[p] || 1; //some values are measured in special units like radians in which case our thresholds need to be adjusted accordingly.\n //if the value is already exceeding the max or the velocity is too low, the duration can end up being uncomfortably long but in most situations, users want the snapping to occur relatively quickly (0.75 seconds), so we implement a cap here to make things more intuitive. If the max and min match, it means we're animating to a particular value and we don't want to shorten the time unless the velocity is really slow. Example: a rotation where the start and natural end value are less than the snapping spot, but the natural end is pretty close to the snap.\n\n curClippedDuration = curVal > curProp.max && curProp.min !== curProp.max || curVelocity * unitFactor > -15 && curVelocity * unitFactor < 45 ? minDuration + (maxDuration - minDuration) * 0.1 : _calculateDuration(curVal, curProp.max, curVelocity);\n\n if (curClippedDuration + overshootTolerance < clippedDuration) {\n clippedDuration = curClippedDuration + overshootTolerance;\n }\n } else if (\"min\" in curProp && end < +curProp.min - _tinyNum) {\n unitFactor = curProp.unitFactor || _config.unitFactors[p] || 1; //some values are measured in special units like radians in which case our thresholds need to be adjusted accordingly.\n //if the value is already exceeding the min or if the velocity is too low, the duration can end up being uncomfortably long but in most situations, users want the snapping to occur relatively quickly (0.75 seconds), so we implement a cap here to make things more intuitive.\n\n curClippedDuration = curVal < curProp.min && curProp.min !== curProp.max || curVelocity * unitFactor > -45 && curVelocity * unitFactor < 15 ? minDuration + (maxDuration - minDuration) * 0.1 : _calculateDuration(curVal, curProp.min, curVelocity);\n\n if (curClippedDuration + overshootTolerance < clippedDuration) {\n clippedDuration = curClippedDuration + overshootTolerance;\n }\n }\n\n curClippedDuration > duration && (duration = curClippedDuration);\n }\n\n curDuration > duration && (duration = curDuration);\n }\n }\n\n duration > clippedDuration && (duration = clippedDuration);\n return duration > maxDuration ? maxDuration : duration < minDuration ? minDuration : duration;\n},\n _initCore = function _initCore() {\n gsap = _getGSAP();\n\n if (gsap) {\n _parseEase = gsap.parseEase;\n _toArray = gsap.utils.toArray;\n _getUnit = gsap.utils.getUnit;\n _getCache = gsap.core.getCache;\n _clamp = gsap.utils.clamp;\n _getStyleSaver = gsap.core.getStyleSaver;\n\n _reverting = gsap.core.reverting || function () {};\n\n _power3 = _parseEase(\"power3\");\n _checkPointRatio = _power3(0.05);\n PropTween = gsap.core.PropTween;\n gsap.config({\n resistance: 100,\n unitFactors: {\n time: 1000,\n totalTime: 1000,\n progress: 1000,\n totalProgress: 1000\n }\n });\n _config = gsap.config();\n gsap.registerPlugin(VelocityTracker);\n _coreInitted = 1;\n }\n};\n\nexport var InertiaPlugin = {\n version: \"3.13.0\",\n name: \"inertia\",\n register: function register(core) {\n gsap = core;\n\n _initCore();\n },\n init: function init(target, vars, tween, index, targets) {\n _coreInitted || _initCore();\n\n var tracker = _getTracker(target);\n\n if (vars === \"auto\") {\n if (!tracker) {\n console.warn(\"No inertia tracking on \" + target + \". InertiaPlugin.track(target) first.\");\n return;\n }\n\n vars = tracker.getAll();\n }\n\n this.styles = _getStyleSaver && typeof target.style === \"object\" && _getStyleSaver(target);\n this.target = target;\n this.tween = tween;\n _processingVars = vars; // gets swapped inside _calculateTweenDuration() if there's a function-based value encountered (to avoid double-calling it)\n\n var cache = target._gsap,\n getVal = cache.get,\n dur = vars.duration,\n durIsObj = _isObject(dur),\n preventOvershoot = vars.preventOvershoot || durIsObj && dur.overshoot === 0,\n resistance = _getNumOrDefault(vars, \"resistance\", _config.resistance),\n duration = _isNumber(dur) ? dur : _calculateTweenDuration(target, vars, durIsObj && dur.max || 10, durIsObj && dur.min || 0.2, durIsObj && \"overshoot\" in dur ? +dur.overshoot : preventOvershoot ? 0 : 1, true),\n p,\n curProp,\n curVal,\n unit,\n velocity,\n change1,\n end,\n change2,\n linkedProps;\n\n vars = _processingVars;\n _processingVars = 0; //when there are linkedProps (typically \"x,y\" where snapping has to factor in multiple properties, we must first populate an object with all of those end values, then feed it to the function that make any necessary alterations. So the point of this first loop is to simply build an object (like {x:100, y:204.5}) for feeding into that function which we'll do later in the \"real\" loop.\n\n linkedProps = _processLinkedProps(target, vars, getVal, resistance);\n\n for (p in vars) {\n if (!_reservedProps[p]) {\n curProp = vars[p];\n _isFunction(curProp) && (curProp = curProp(index, target, targets));\n\n if (_isNumber(curProp)) {\n velocity = curProp;\n } else if (_isObject(curProp) && !isNaN(curProp.velocity)) {\n velocity = +curProp.velocity;\n } else {\n if (tracker && tracker.isTracking(p)) {\n velocity = tracker.get(p);\n } else {\n console.warn(\"ERROR: No velocity was defined for \" + target + \" property: \" + p);\n }\n }\n\n change1 = _calculateChange(velocity, duration);\n change2 = 0;\n curVal = getVal(target, p);\n unit = _getUnit(curVal);\n curVal = parseFloat(curVal);\n\n if (_isObject(curProp)) {\n end = curVal + change1;\n\n if (\"end\" in curProp) {\n curProp = _parseEnd(curProp, linkedProps && p in linkedProps ? linkedProps : end, curProp.max, curProp.min, p, vars.radius, velocity);\n }\n\n if (\"max\" in curProp && +curProp.max < end) {\n if (preventOvershoot || curProp.preventOvershoot) {\n change1 = curProp.max - curVal;\n } else {\n change2 = curProp.max - curVal - change1;\n }\n } else if (\"min\" in curProp && +curProp.min > end) {\n if (preventOvershoot || curProp.preventOvershoot) {\n change1 = curProp.min - curVal;\n } else {\n change2 = curProp.min - curVal - change1;\n }\n }\n }\n\n this._props.push(p);\n\n this.styles && this.styles.save(p);\n this._pt = new PropTween(this._pt, target, p, curVal, 0, _emptyFunc, 0, cache.set(target, p, this));\n this._pt.u = unit || 0;\n this._pt.c1 = change1;\n this._pt.c2 = change2;\n }\n }\n\n tween.duration(duration);\n return _bonusValidated;\n },\n render: function render(ratio, data) {\n var pt = data._pt;\n ratio = _power3(data.tween._time / data.tween._dur);\n\n if (ratio || !_reverting()) {\n while (pt) {\n pt.set(pt.t, pt.p, _round(pt.s + pt.c1 * ratio + pt.c2 * ratio * ratio) + pt.u, pt.d, ratio);\n pt = pt._next;\n }\n } else {\n data.styles.revert();\n }\n }\n};\n\"track,untrack,isTracking,getVelocity,getByTarget\".split(\",\").forEach(function (name) {\n return InertiaPlugin[name] = VelocityTracker[name];\n});\n_getGSAP() && gsap.registerPlugin(InertiaPlugin);\nexport { InertiaPlugin as default, VelocityTracker };","import { clsx, type ClassValue } from \"clsx\";\nimport gsap from \"gsap\";\nimport { Draggable, InertiaPlugin } from \"gsap/all\";\nimport { twMerge } from \"tailwind-merge\";\nimport type { GSAPReactMarqueeProps } from \"./gsap-react-marquee.type\";\n\n/**\n * Utility function to merge Tailwind classes with clsx\n *\n * Combines clsx for conditional classes with tailwind-merge to handle\n * conflicting Tailwind classes by keeping the last occurrence.\n * This prevents issues like \"p-4 p-2\" where both would be applied.\n *\n * @param inputs - Array of class values (strings, conditionals, objects)\n * @returns Merged and deduplicated class string\n */\nexport const cn = (...inputs: ClassValue[]) => {\n return twMerge(clsx(inputs));\n};\n\n/**\n * Traverses the DOM tree upward to find the first non-transparent background color\n *\n * This function walks up the element hierarchy starting from the given element,\n * checking each parent's computed backgroundColor style until it finds a visible\n * (non-transparent) background color. This is useful for automatically detecting\n * the effective background behind an element for gradient overlays.\n *\n * The traversal stops at the first element with a visible background color,\n * which could be the element itself or any of its ancestors up to the document root.\n *\n * @param el - The HTMLElement to start the background color search from\n * @returns The first non-transparent background color found in the hierarchy,\n * or \"transparent\" if no visible background is found\n *\n * @example\n * // Element with white parent background\n * const color = getEffectiveBackgroundColor(marqueeElement);\n * // Returns: \"rgb(255, 255, 255)\" or \"#ffffff\"\n *\n * @example\n * // Element with no background set anywhere in hierarchy\n * const color = getEffectiveBackgroundColor(marqueeElement);\n * // Returns: \"transparent\"\n */\nexport const getEffectiveBackgroundColor = (el: HTMLElement): string => {\n let current: HTMLElement | null = el;\n\n while (current) {\n const bg = window.getComputedStyle(current).backgroundColor;\n\n // Check if background color is visible (not transparent or rgba(0,0,0,0))\n if (bg && bg !== \"rgba(0, 0, 0, 0)\" && bg !== \"transparent\") {\n return bg;\n }\n\n current = current.parentElement;\n }\n\n return \"transparent\"; // fallback when no visible background is found\n};\n\n/**\n * Sets up container styles and rotation handling for the marquee\n *\n * This function handles the complex styling requirements for different marquee orientations:\n *\n * 1. **Basic Setup**: Applies gap spacing and rotation for vertical marquees\n * 2. **Vertical Mode**: Rotates container 90° and adjusts width to parent height\n * 3. **Rotation Alignment**: Special mode for vertical text that remains readable\n *\n * @param containerMarquee - The main container element that holds all marquee instances\n * @param marquees - Array of individual marquee wrapper elements\n * @param marqueesChildren - Array of content container elements within each marquee\n * @param isVertical - Boolean indicating if marquee moves up/down instead of left/right\n * @param props - Configuration object containing spacing and alignment options\n */\nexport const setupContainerStyles = (\n containerMarquee: HTMLElement,\n marquees: HTMLElement[],\n marqueesChildren: HTMLElement[],\n isVertical: boolean,\n props: GSAPReactMarqueeProps\n) => {\n const { spacing = 16, alignRotationWithY = false } = props;\n\n /**\n * Apply base container styling\n * - gap: Space between marquee elements (prevents content overlap)\n * - rotate: 90° rotation for vertical movement (transforms horizontal motion to vertical)\n */\n gsap.set(containerMarquee, {\n gap: `${spacing}px`,\n rotate: isVertical ? 90 : \"0\",\n });\n\n /**\n * Handle vertical marquee specific adjustments\n * When isVertical is true, the container is rotated 90°, so we need to:\n * 1. Set container width to match parent height (since it's rotated)\n * 2. Allow content to overflow visible bounds for smooth transitions\n */\n if (isVertical) {\n const parent = containerMarquee.parentNode as HTMLElement;\n gsap.set(containerMarquee, {\n width: parent.offsetHeight, // Width becomes the vertical space available\n });\n\n gsap.set(marqueesChildren, {\n overflow: \"visible\", // Prevents clipping during animation\n });\n }\n\n /**\n * Handle special rotation alignment mode\n *\n * This creates a complex layout where:\n * - The main container is rotated for vertical movement\n * - Individual content is counter-rotated to remain readable\n * - Content is repositioned to align properly within the rotated space\n *\n * Use case: Vertical text marquee where text remains horizontally readable\n */\n if (alignRotationWithY && marquees.length > 0) {\n const marqueeHeight = marquees[0].offsetHeight;\n\n // Center align items within the container\n gsap.set(containerMarquee, {\n alignItems: \"center\",\n });\n\n /**\n * Counter-rotate content and reposition for proper alignment\n *\n * - rotate: -90° counters the container's 90° rotation\n * - x: Horizontal offset to center content within rotated container\n * - width: Set to marquee height since dimensions are swapped after rotation\n * - flexWrap/wordBreak/whiteSpace: Handle text flow in constrained space\n */\n gsap.set(marqueesChildren, {\n rotate: -90, // Counter-rotate to keep text readable\n x: (containerMarquee.offsetWidth - spacing) / 2 - spacing, // Center horizontally\n display: \"flex\",\n flexWrap: \"wrap\", // Allow text to wrap within constrained width\n width: marqueeHeight, // Width constraint for wrapped text\n wordBreak: \"break-all\", // Force word breaking if necessary\n whiteSpace: \"break-spaces\", // Preserve spaces while allowing breaks\n });\n\n /**\n * Adjust marquee height to fit within the rotated container\n * Accounts for spacing to prevent overflow\n */\n gsap.set(marquees, {\n height: containerMarquee.offsetWidth - spacing,\n });\n }\n};\n\n/**\n * Calculates the number of content duplicates needed for seamless looping\n *\n * For smooth infinite scrolling, we need enough content copies to fill the visible area\n * plus buffer space. This prevents gaps when content loops back to the beginning.\n *\n * Algorithm:\n * 1. If not in fill mode, only one copy is needed (content already spans container)\n * 2. Determine target width (viewport height for vertical, container width for horizontal)\n * 3. Calculate how many copies fit in the target space, rounding up for complete coverage\n *\n * @param marqueeChildrenWidth - Width of a single content instance\n * @param containerMarqueeWidth - Width of the marquee container\n * @param isVertical - Whether the marquee scrolls vertically\n * @param props - Configuration object containing fill mode setting\n * @returns Number of content duplicates needed (minimum 1)\n */\nexport const calculateDuplicates = (\n marqueeChildrenWidth: number,\n containerMarqueeWidth: number,\n isVertical: boolean,\n props: GSAPReactMarqueeProps\n): number => {\n // If not filling, content presumably already spans the container\n if (!props.fill) return 1;\n\n /**\n * Determine the space we need to fill\n * - Vertical: Use viewport height (since container is rotated 90°)\n * - Horizontal: Use container width\n */\n const targetWidth = isVertical ? window.innerHeight : containerMarqueeWidth;\n\n /**\n * Calculate required duplicates\n * Math.ceil ensures we have enough copies to fully cover the target width\n * Even if the last copy is partially visible, it prevents gaps during looping\n */\n return marqueeChildrenWidth < targetWidth\n ? Math.ceil(targetWidth / marqueeChildrenWidth)\n : 1; // If content is already larger than target, one copy suffices\n};\n\n/**\n * Determines the minimum width for marquee elements based on content and container\n *\n * This function ensures marquee elements have appropriate dimensions for their content\n * and container context, handling different modes and orientations.\n *\n * Width determination logic:\n * 1. **Fill mode**: Auto width lets content size naturally\n * 2. **Rotation alignment**: Use content height as width (rotated dimensions)\n * 3. **Undersized content**: Stretch to 100% to fill container\n * 4. **Oversized content**: Use actual content width for overflow scrolling\n *\n * @param marqueesChildren - Array of content elements for dimension measurement\n * @param totalWidth - Combined width of all content elements\n * @param containerMarqueeWidth - Available container width\n * @param props - Configuration object containing fill and alignment settings\n * @returns CSS width value (string with units or number for pixels)\n */\nexport const getMinWidth = (\n marqueesChildren: HTMLElement[],\n totalWidth: number,\n containerMarqueeWidth: number,\n props: GSAPReactMarqueeProps\n): string | number => {\n const { fill = false, alignRotationWithY = false } = props;\n\n // Fill mode: Let content size itself naturally\n if (fill) return \"auto\";\n\n /**\n * Rotation alignment mode: Use height as width\n * Since content is rotated 90°, height becomes the effective width\n */\n if (alignRotationWithY && marqueesChildren.length > 0) {\n return `${marqueesChildren[0].offsetHeight}px`;\n }\n\n /**\n * Content smaller than container: Stretch to fill\n * Prevents awkward gaps in the marquee display\n */\n if (totalWidth < containerMarqueeWidth) return \"100%\";\n\n /**\n * Content larger than container: Use actual content width\n * Allows content to overflow and scroll properly\n */\n return `${totalWidth}px`;\n};\n\n/**\n * Creates a complex marquee animation with seamless looping and draggable support\n *\n * This is the core animation engine that creates smooth, continuous scrolling.\n * It handles the complex math required for seamless looping by calculating\n * precise positions and durations for each content element.\n *\n * Animation Strategy:\n * 1. **Position Calculation**: Convert pixel positions to percentages for responsive scaling\n * 2. **Seamless Looping**: Calculate track length and loop points to prevent gaps\n * 3. **Staggered Animation**: Each element starts at different times for smooth flow\n * 4. **Direction Handling**: Support forward and reverse directions with proper timing\n * 5. **Integrated Draggable**: Optional support for drag interaction with manual control\n *\n * Technical Details:\n * - Uses xPercent for percentage-based positioning (responsive to element width changes)\n * - Creates two-part animation: main movement + seamless loop reset\n * - Calculates precise durations based on distance and speed for consistent motion\n * - Implements draggable with intelligent pause/resume animation handling\n *\n * @param elementsToAnimate - Array of DOM elements to animate (content or containers)\n * @param startX - Starting X position reference point\n * @param tl - GSAP timeline to add animations to\n * @param isReverse - Whether animation should play in reverse direction\n * @param draggableTrigger - Element(s) that will trigger the draggable functionality\n * @param isVertical - Whether the marquee scrolls vertically\n * @param props - Configuration object with spacing, speed, delay, and other settings\n */\nexport const coreAnimation = (\n elementsToAnimate: HTMLElement[],\n startX: number,\n tl: gsap.core.Timeline,\n isReverse: boolean,\n draggableTrigger: HTMLElement | HTMLElement[],\n isVertical: boolean,\n props: GSAPReactMarqueeProps\n): void => {\n const {\n spacing = 16,\n speed = 100,\n delay = 0,\n paused = false,\n alignRotationWithY = false,\n } = props;\n\n // Arrays to store calculated values for each element\n const widths: number[] = []; // Element widths in pixels\n const xPercents: number[] = []; // Current positions as percentages\n const latestPos = elementsToAnimate.length - 1; // Index of last element\n\n /**\n * Initialize positions and calculate percentage values\n *\n * GSAP's xPercent property positions elements relative to their own width:\n * - 0% = element's left edge at current x position\n * - -100% = element's right edge at current x position\n * - 100% = element positioned one full width to the right\n *\n * This approach makes animations responsive to width changes\n */\n gsap.set(elementsToAnimate, {\n xPercent: (i, el) => {\n // Get element width and store for later calculations\n const w = (widths[i] = parseFloat(\n String(gsap.getProperty(el, \"width\", \"px\"))\n ));\n\n /**\n * Calculate current position as percentage of element width\n * Combines pixel position with any existing percentage offset\n */\n xPercents[i] =\n (parseFloat(String(gsap.getProperty(el, \"x\", \"px\"))) / w) * 100 +\n Number(gsap.getProperty(el, \"xPercent\"));\n\n return xPercents[i];\n },\n });\n\n // Reset x position to 0 since we're now using xPercent for positioning\n gsap.set(elementsToAnimate, { x: 0 });\n\n /**\n * Calculate total track length for seamless looping\n *\n * Track length is the total distance content travels before looping back.\n * It includes:\n * - Distance from start to last element's left edge\n * - Last element's offset percentage in pixels\n * - Last element's full width\n * - Spacing gap after last element\n *\n * This ensures smooth transitions when content loops back to beginning\n */\n const trackLength =\n elementsToAnimate[latestPos].offsetLeft +\n (xPercents[latestPos] / 100) * widths[latestPos] -\n startX +\n elementsToAnimate[latestPos].offsetWidth +\n spacing;\n\n /**\n * Create staggered animation for each element\n *\n * Each element gets a two-part animation:\n * 1. Main movement: From start position to loop point\n * 2. Reset movement: From end of track back to start (seamless loop)\n */\n elementsToAnimate.forEach((item, i) => {\n // Current position in pixels\n const curX = (xPercents[i] / 100) * widths[i];\n\n // Distance from element to animation start point\n const distanceToStart = item.offsetLeft + curX - startX;\n\n /**\n * Calculate distance to complete loop point\n *\n * For rotation alignment mode, use height instead of width\n * since the element dimensions are effectively swapped\n */\n const distanceToLoop = alignRotationWithY\n ? distanceToStart + item.offsetHeight - spacing\n : distanceToStart + widths[i];\n\n /**\n * Part 1: Main animation - move from current position to loop point\n *\n * - Target: Position where element should loop back\n * - Duration: Based on distance and speed for consistent motion\n * - Start time: 0 (all elements start simultaneously but from different positions)\n */\n tl.to(\n item,\n {\n xPercent: ((curX - distanceToLoop) / widths[i]) * 100,\n duration: distanceToLoop / speed,\n },\n 0 // Start immediately\n ).fromTo(\n item,\n {\n /**\n * Part 2 Start: Position element at end of track\n * This creates the illusion of seamless continuation\n */\n xPercent: ((curX - distanceToLoop + trackLength) / widths[i]) * 100,\n },\n {\n /**\n * Part 2 End: Move back to original start position\n * Completes the seamless loop cycle\n */\n xPercent: xPercents[i],\n duration: (curX - distanceToLoop + trackLength - curX) / speed,\n immediateRender: false, // Don't render start position immediately\n },\n distanceToLoop / speed // Start after main animation completes\n );\n });\n\n // Apply initial delay before starting animations\n tl.delay(delay);\n\n /**\n * Handle reverse direction animations\n *\n * For reverse marquees (right/down directions):\n * 1. Set timeline to end position\n * 2. Pause to prevent immediate playback\n * 3. Use delayed call to start reverse playback after initial delay\n * 4. Set up reverse completion handler for continuous looping\n */\n if (isReverse) {\n // If paused is requested, just pause and return\n if (paused) {\n tl.pause();\n return;\n }\n\n // Position timeline at end and pause\n tl.progress(1).pause();\n\n /**\n * Start reverse playback after delay\n * This creates the proper reverse scrolling effect\n */\n gsap.delayedCall(delay, () => {\n tl.reverse(); // Start playing backwards\n\n /**\n * Handle seamless looping in reverse direction\n * When reverse completes, restart from end position\n * This prevents new delay in continuous reverse scrolling\n */\n tl.eventCallback(\"onReverseComplete\", () => {\n tl.totalTime(tl.rawTime() + tl.duration() * 100);\n });\n });\n }\n\n /**\n * ========================================\n * DRAGGABLE SECTION\n * ========================================\n *\n * Implements interactive drag functionality for manual marquee control.\n * When enabled, allows users to drag horizontally to control the animation\n * position in real-time.\n */\n\n // Essential variables for draggable functionality\n let proxy: HTMLElement;\n\n if (typeof Draggable === \"function\" && props.draggable) {\n // Create an invisible proxy element to handle drag calculations\n proxy = document.createElement(\"div\");\n const wrap = gsap.utils.wrap(0, 1); // Wrapping function to keep values between 0 and 1\n let ratio: number; // Ratio to convert drag position to timeline progress\n let startProgress: number; // Timeline progress at drag start\n\n /**\n * Alignment function that syncs drag position with timeline progress\n * Converts mouse movement into animation progress\n */\n const align = () => {\n const axis = isVertical\n ? draggable.startY - draggable.y\n : draggable.startX - draggable.x;\n tl.progress(wrap(startProgress + axis * ratio));\n };\n\n // Check InertiaPlugin availability for momentum scrolling\n if (typeof InertiaPlugin === \"undefined\") {\n console.warn(\n \"InertiaPlugin required for momentum-based scrolling and snapping. https://greensock.com/club\"\n );\n }\n\n const draggable = Draggable.create(proxy, {\n trigger: draggableTrigger, // Element that will trigger the drag\n type: isVertical ? \"y\" : \"x\",\n onPress() {\n // Initialization on click/touch\n gsap.killTweensOf(tl); // Stop any ongoing animations on timeline\n tl.pause(); // Pause main animation\n startProgress = tl.progress(); // Store current progress\n ratio = 1 / trackLength; // Calculate drag/progress ratio\n gsap.set(proxy, { x: startProgress / -ratio }); // Position the proxy\n },\n onDrag: align, // Call align during drag\n onThrowUpdate: align, // Call align during inertia\n overshootTolerance: 0, // No overshoot tolerance\n inertia: true, // Enable momentum scrolling\n onThrowComplete: () => {\n // Handle inertia completion\n if (isReverse) {\n // If paused is requested, stop and return\n if (paused) {\n tl.pause();\n return;\n }\n\n // Position timeline at correct position and pause\n tl.progress(tl.progress()).pause();\n\n /**\n * Start reverse playback after delay\n * This creates the proper reverse scrolling effect\n */\n gsap.delayedCall(delay, () => {\n tl.reverse(); // Start playing backwards\n\n /**\n * Handle seamless looping in reverse direction\n * When reverse completes, restart from end position\n * This prevents new delay in continuous reverse scrolling\n */\n tl.eventCallback(\"onReverseComplete\", () => {\n tl.totalTime(tl.rawTime() + tl.duration() * 100);\n });\n });\n } else {\n // For normal direction, simply resume the animation\n tl.play();\n }\n },\n })[0];\n }\n};\n","import { useGSAP } from \"@gsap/react\";\nimport gsap from \"gsap\";\nimport { Draggable, InertiaPlugin, Observer } from \"gsap/all\";\nimport {\n forwardRef,\n useLayoutEffect,\n useMemo,\n useRef,\n useState,\n type RefObject,\n} from \"react\";\nimport \"./gsap-react-marquee.style.css\";\n\nimport type { GSAPReactMarqueeProps } from \"./gsap-react-marquee.type\";\nimport {\n calculateDuplicates,\n cn,\n coreAnimation,\n getEffectiveBackgroundColor,\n getMinWidth,\n setupContainerStyles,\n} from \"./gsap-reactmarquee.utils\";\n\ngsap.registerPlugin(useGSAP, Observer, InertiaPlugin, Draggable);\n\nconst GSAPReactMarquee = forwardRef<HTMLDivElement, GSAPReactMarqueeProps>(\n (props, ref) => {\n const {\n children,\n className,\n dir = \"left\",\n loop = -1,\n paused = false,\n fill = false,\n followScrollDir = false,\n scrollSpeed = 2.5,\n gradient = false,\n gradientColor = null,\n pauseOnHover = false,\n } = props;\n\n const rootRef = useRef<HTMLDivElement>(null);\n const containerRef = (ref as RefObject<HTMLDivElement>) || rootRef;\n const marqueeRef = useRef<HTMLDivElement>(null);\n const [marqueeDuplicates, setMarqueeDuplicates] = useState(1);\n const [effectivelyGradient, setEffectivelyGradient] = useState<\n string | null\n >(null);\n\n useLayoutEffect(() => {\n if (!gradient || !containerRef?.current) return;\n\n const effectiveBg = getEffectiveBackgroundColor(containerRef.current);\n setEffectivelyGradient(effectiveBg);\n }, [gradient]);\n\n const isVertical = dir === \"up\" || dir === \"down\";\n const isReverse = dir === \"down\" || dir === \"right\";\n\n useGSAP(\n (_, contextSafe) => {\n if (!marqueeRef?.current || !containerRef.current || !contextSafe)\n return;\n\n const containerMarquee = containerRef?.current;\n\n const marquees = gsap.utils.toArray<HTMLElement>(\n containerMarquee.querySelectorAll(\".gsap-react-marquee\")\n );\n const marqueesChildren = gsap.utils.toArray<HTMLElement>(\n containerMarquee.querySelectorAll(\n \".gsap-react-marquee .gsap-react-marquee-content\"\n )\n );\n\n const marquee = marqueeRef.current;\n\n if (!marquee || !marqueesChildren) return;\n\n const tl = gsap.timeline({\n paused: paused,\n repeat: loop,\n defaults: { ease: \"none\" },\n onReverseComplete() {\n // start the animation from the end, when scrolling in reverse (up)\n tl.totalTime(tl.rawTime() + tl.duration() * 100);\n },\n });\n\n // Setup container and initial styles\n setupContainerStyles(\n containerMarquee,\n marquees,\n marqueesChildren,\n isVertical,\n props\n );\n\n // Calculate dimensions and duplicates\n const containerMarqueeWidth = containerMarquee.offsetWidth;\n const marqueeChildrenWidth = marqueesChildren[0].offsetWidth;\n const startX = marqueesChildren[0].offsetLeft;\n let obs: Observer | null = null;\n\n // Clamp scrollSpeed to valid range (1.1 to 4.0)\n const clampedScrollSpeed = Math.min(4, Math.max(1.1, scrollSpeed));\n\n setMarqueeDuplicates(\n calculateDuplicates(\n marqueeChildrenWidth,\n containerMarqueeWidth,\n isVertical,\n props\n )\n );\n\n // Calculate total width and set marquee styles\n const totalWidth = gsap.utils\n .toArray<HTMLElement>(marquee.children)\n .map((child) => child.offsetWidth)\n .reduce((a, b) => a + b, 0);\n\n gsap.set(marquees, {\n minWidth: getMinWidth(\n marqueesChildren,\n totalWidth,\n containerMarqueeWidth,\n props\n ),\n flex: fill ? \"0 0 auto\" : \"1\",\n });\n\n // Create appropriate animation based on fill setting\n coreAnimation(\n fill ? marqueesChildren : marquees,\n startX,\n tl,\n isReverse,\n marquees,\n isVertical,\n props\n );\n\n /**\n * GSAP Observer for scroll-based speed control\n *\n * This creates an interactive experience where users can control\n * the marquee speed and direction through mouse wheel scrolling.\n *\n * Behavior:\n * - Scroll down: Increases speed in normal direction\n * - Scroll up: Increases speed in reverse direction or slows normal direction\n * - Speed changes are smoothly animated with acceleration and deceleration phases\n * - ScrollSpeed multiplier is applied and clamped to valid range\n */\n if (followScrollDir) {\n obs = Observer.create({\n onChangeY(self) {\n let factor = clampedScrollSpeed * (isReverse ? -1 : 1);\n if (self.deltaY < 0) {\n factor *= -1;\n }\n /**\n * Create smooth speed transition animation\n *\n * Phase 1: Quick acceleration to new speed (0.2s)\n * - timeScale: Controls timeline playback speed (higher = faster)\n * - factor * clampedScrollSpeed: Initial speed boost for responsive feel\n * - overwrite: Cancels any previous speed animations\n *\n * Phase 2: Gradual deceleration to sustained speed (1s delay + 1s duration)\n * - factor / clampedScrollSpeed: Settle to a more moderate sustained speed\n * - \"+=0.3\": Wait 0.3 seconds before starting deceleration\n */\n gsap\n .timeline({\n defaults: {\n ease: \"none\",\n },\n })\n .to(tl, {\n timeScale: factor * clampedScrollSpeed,\n duration: 0.2,\n overwrite: true,\n })\n .to(\n tl,\n {\n timeScale: factor / clampedScrollSpeed,\n duration: 1,\n },\n \"+=0.3\"\n );\n },\n });\n }\n\n const onMouseEnter = contextSafe(() => {\n tl.timeScale(0);\n });\n const onMouseLeave = contextSafe(() => {\n tl.timeScale(1);\n });\n\n if (pauseOnHover) {\n containerMarquee.addEventListener(\"mouseenter\", onMouseEnter);\n containerMarquee.addEventListener(\"mouseleave\", onMouseLeave);\n }\n\n return () => {\n containerMarquee.removeEventListener(\"mouseenter\", onMouseEnter);\n containerMarquee.removeEventListener(\"mouseleave\", onMouseLeave);\n tl.kill();\n obs?.kill();\n };\n },\n {\n dependencies: [\n marqueeDuplicates,\n dir,\n loop,\n paused,\n fill,\n followScrollDir,\n scrollSpeed,\n gradient,\n gradientColor,\n pauseOnHover,\n ],\n }\n );\n\n const getGradientColor = (): string => {\n // Priority order: explicit gradientColor > auto-detected > fallback\n if (gradientColor) {\n return gradientColor; // User-specified color takes precedence\n }\n\n if (gradient && effectivelyGradient) {\n return effectivelyGradient; // Auto-detected background color\n }\n\n return \"transparent\"; // Default fallback\n };\n\n /**\n * Generate cloned marquee elements for seamless looping\n *\n * Creates multiple copies of the content based on calculated duplicates.\n * Each clone maintains the same structure and styling as the original.\n * Memoized to prevent unnecessary re-renders when dependencies haven't changed.\n */\n const clonedMarquees = useMemo(() => {\n if (!Number.isFinite(marqueeDuplicates) || marqueeDuplicates <= 0)\n return null;\n\n return Array.from({ length: marqueeDuplicates }, (_, i) => (\n <div key={i} className={cn(\"gsap-react-marquee\")}>\n <div className={cn(\"gsap-react-marquee-content\", className)}>\n {children}\n </div>\n </div>\n ));\n }, [marqueeDuplicates, className, children]);\n\n return (\n <div\n ref={containerRef}\n style={\n {\n \"--gradient-color\": getGradientColor(),\n } as React.CSSProperties\n }\n className={cn(\n \"gsap-react-marquee-container flex w-full overflow-hidden whitespace-nowrap\"\n )}\n >\n <div ref={marqueeRef} className={cn(\"gsap-react-marquee\")}>\n <div className={cn(\"gsap-react-marquee-content\", className)}>\n {children}\n </div>\n </div>\n {clonedMarquees}\n </div>\n );\n }\n);\n\nGSAPReactMarquee.displayName = \"GSAPReactMarquee\";\n\nexport default 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