use-scroll-animate 4.8.0 → 4.9.0

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Files changed (100) hide show
  1. package/CHANGELOG.md +14 -0
  2. package/bin/usa-codemod-5.mjs +79 -0
  3. package/dist/chunks/{base-CxYU2NK_.cjs → base-BvpQ4Ggj.cjs} +30 -1
  4. package/dist/chunks/base-BvpQ4Ggj.cjs.map +1 -0
  5. package/dist/chunks/{base-CZiIAMBc.js → base-DbbRUxaa.js} +29 -2
  6. package/dist/chunks/base-DbbRUxaa.js.map +1 -0
  7. package/dist/chunks/{core-CJHJeMI_.js → core-BVTuet9o.js} +2 -2
  8. package/dist/chunks/{core-CJHJeMI_.js.map → core-BVTuet9o.js.map} +1 -1
  9. package/dist/chunks/{core-HLqH3qkA.cjs → core-BWO7JKJ5.cjs} +2 -2
  10. package/dist/chunks/{core-HLqH3qkA.cjs.map → core-BWO7JKJ5.cjs.map} +1 -1
  11. package/dist/chunks/{core-CctNfzuP.cjs → core-CCAM3nKw.cjs} +2 -2
  12. package/dist/chunks/{core-CctNfzuP.cjs.map → core-CCAM3nKw.cjs.map} +1 -1
  13. package/dist/chunks/{core-COi3DrLx.js → core-CcaSsbV8.js} +2 -2
  14. package/dist/chunks/{core-COi3DrLx.js.map → core-CcaSsbV8.js.map} +1 -1
  15. package/dist/chunks/{spring-BS5tg6aK.js → spring-B6w7mVCU.js} +2 -2
  16. package/dist/chunks/{spring-BS5tg6aK.js.map → spring-B6w7mVCU.js.map} +1 -1
  17. package/dist/chunks/{spring-Dkpygsuj.cjs → spring-fFkqE9J0.cjs} +2 -2
  18. package/dist/chunks/{spring-Dkpygsuj.cjs.map → spring-fFkqE9J0.cjs.map} +1 -1
  19. package/dist/chunks/{variants-CfJzrzMh.cjs → variants-C8xj8gfd.cjs} +2 -2
  20. package/dist/chunks/{variants-CfJzrzMh.cjs.map → variants-C8xj8gfd.cjs.map} +1 -1
  21. package/dist/chunks/{variants-D9n-3x27.js → variants-Cal4DB0E.js} +2 -2
  22. package/dist/chunks/{variants-D9n-3x27.js.map → variants-Cal4DB0E.js.map} +1 -1
  23. package/dist/components/a11y.cjs +37 -1
  24. package/dist/components/a11y.cjs.map +1 -1
  25. package/dist/components/a11y.d.cts +12 -2
  26. package/dist/components/a11y.d.ts +12 -2
  27. package/dist/components/a11y.js +37 -3
  28. package/dist/components/a11y.js.map +1 -1
  29. package/dist/components/angular.cjs +5 -5
  30. package/dist/components/angular.js +5 -5
  31. package/dist/components/background.cjs +2 -2
  32. package/dist/components/background.js +3 -3
  33. package/dist/components/bridge.cjs +1 -1
  34. package/dist/components/bridge.js +1 -1
  35. package/dist/components/cards.cjs +2 -2
  36. package/dist/components/cards.js +3 -3
  37. package/dist/components/click.cjs +2 -2
  38. package/dist/components/click.js +3 -3
  39. package/dist/components/depth.cjs +3 -3
  40. package/dist/components/depth.js +4 -4
  41. package/dist/components/feedback.cjs +1 -1
  42. package/dist/components/feedback.js +2 -2
  43. package/dist/components/gesture.cjs +3 -3
  44. package/dist/components/gesture.js +5 -5
  45. package/dist/components/interaction.cjs +1 -1
  46. package/dist/components/interaction.js +2 -2
  47. package/dist/components/layout.cjs +1 -1
  48. package/dist/components/layout.js +2 -2
  49. package/dist/components/lite.cjs +75 -2
  50. package/dist/components/lite.cjs.map +1 -1
  51. package/dist/components/lite.js +74 -3
  52. package/dist/components/lite.js.map +1 -1
  53. package/dist/components/packs.cjs +1 -1
  54. package/dist/components/packs.js +2 -2
  55. package/dist/components/page.cjs +12 -4
  56. package/dist/components/page.cjs.map +1 -1
  57. package/dist/components/page.js +13 -5
  58. package/dist/components/page.js.map +1 -1
  59. package/dist/components/perf.cjs +1 -1
  60. package/dist/components/perf.js +2 -2
  61. package/dist/components/physics.cjs +2 -2
  62. package/dist/components/physics.js +4 -4
  63. package/dist/components/reveal.cjs +1 -1
  64. package/dist/components/reveal.js +2 -2
  65. package/dist/components/solid.cjs +5 -5
  66. package/dist/components/solid.js +5 -5
  67. package/dist/components/svelte.cjs +5 -5
  68. package/dist/components/svelte.js +5 -5
  69. package/dist/components/svg.cjs +1 -1
  70. package/dist/components/svg.js +2 -2
  71. package/dist/components/text.cjs +2 -2
  72. package/dist/components/text.js +3 -3
  73. package/dist/components/timeline.cjs +4 -2
  74. package/dist/components/timeline.cjs.map +1 -1
  75. package/dist/components/timeline.js +6 -4
  76. package/dist/components/timeline.js.map +1 -1
  77. package/dist/components/transitions.cjs +1 -1
  78. package/dist/components/transitions.js +2 -2
  79. package/dist/components/ui.cjs +3 -3
  80. package/dist/components/ui.js +5 -5
  81. package/dist/components/vue.cjs +5 -5
  82. package/dist/components/vue.js +5 -5
  83. package/dist/components/webgl.cjs +1 -1
  84. package/dist/components/webgl.js +2 -2
  85. package/dist/components.cjs +7 -5
  86. package/dist/components.cjs.map +1 -1
  87. package/dist/components.d.cts +12 -2
  88. package/dist/components.d.ts +12 -2
  89. package/dist/components.js +8 -8
  90. package/dist/components.umd.js +2 -2
  91. package/dist/components.umd.js.map +1 -1
  92. package/dist/index.cjs +2 -2
  93. package/dist/index.js +2 -2
  94. package/dist/index.umd.js.map +1 -1
  95. package/docs/ROADMAP.md +1 -1
  96. package/docs/deprecations.md +6 -0
  97. package/docs/upgrading-5.md +31 -0
  98. package/package.json +5 -1
  99. package/dist/chunks/base-CZiIAMBc.js.map +0 -1
  100. package/dist/chunks/base-CxYU2NK_.cjs.map +0 -1
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- {"version":3,"file":"core-HLqH3qkA.cjs","sources":["../../src/components/timeline/core.ts"],"sourcesContent":["import { prefersReducedMotion, motionScale, applyFrame, raf, caf, now, clamp } from '../base';\nimport { resolveDurationToken, resolveEasingToken } from '../tokens/index';\n\n/**\n * Where a step starts on a timeline:\n * - a number: absolute time in ms\n * - `'>'` (default): when the previous step ends · `'<'`: when it starts\n * - `'+=200'` / `'-=200'`: after / overlapping the previous end\n * - `'<+=100'`: 100ms after the previous step's start\n * - `'intro'` / `'intro+=150'`: at (or relative to) a label\n */\nexport type TimelinePosition = number | string;\n\nexport interface TimelineStepOptions {\n /** Duration in ms or a motion token name (`'fast'`, `'slow'`…; 4.2). Default: timeline default, 600. */\n duration?: number | string;\n /** CSS easing or a motion token name (`'emphasized'`, `'spring'`…; 4.2). Default `cubic-bezier(0.22, 1, 0.36, 1)`. */\n easing?: string;\n /** Start position, see `TimelinePosition`. */\n at?: TimelinePosition;\n /** ms between targets when the selector matches several elements. */\n stagger?: number;\n}\n\nexport interface TimelineOptions {\n /** Defaults for every step. */\n defaults?: Pick<TimelineStepOptions, 'duration' | 'easing' | 'stagger'>;\n /** Playback rate (1 = normal). */\n speed?: number;\n /** Called after `play()` reaches the end (or the start when reversed). */\n onComplete?: () => void;\n /** Called on every frame with progress 0–1. */\n onUpdate?: (progress: number) => void;\n}\n\nexport interface ScrubOptions {\n /** Scroll offset (px) before the source's top reaches the viewport bottom where progress starts (JS engine only). */\n offset?: number;\n /** Smoothing 0–1 (0 = immediate, default 0). Smoothing needs the JS engine. */\n smooth?: number;\n /**\n * 4.1: which progress source drives the timeline.\n * - `'view'` (default): `source` moving through the viewport (CSS `ViewTimeline`, range `cover`).\n * - `'scroll'`: the scroll position of `source` itself (a scroll container; CSS `ScrollTimeline`).\n */\n source?: 'view' | 'scroll';\n /** 4.1: `'auto'` (default) uses the browser's native scroll-driven animations when available, `'js'` forces the fallback. */\n engine?: 'auto' | 'native' | 'js';\n /** 4.1: scroll axis, `'block'` (default) · `'inline'` · `'x'` · `'y'`. */\n axis?: 'block' | 'inline' | 'x' | 'y';\n}\n\n/** The function `scrub()` returns: call it to stop. `native` tells which engine runs it. */\nexport interface ScrubHandle {\n (): void;\n /** `true` when the browser's ScrollTimeline / ViewTimeline drives it (compositor, no JS per frame). */\n readonly native: boolean;\n}\n\n/** 4.1: whether `scrub()` can use native ScrollTimeline / ViewTimeline here. */\nexport function supportsNativeScrub(source: 'view' | 'scroll' = 'view'): boolean {\n const g = globalThis as any;\n return typeof g[source === 'scroll' ? 'ScrollTimeline' : 'ViewTimeline'] === 'function' && typeof g.Element?.prototype?.animate === 'function';\n}\n\nconst handle = (stop: () => void, native: boolean): ScrubHandle => Object.assign(stop, { native }) as ScrubHandle;\n\nexport interface Timeline {\n /** Total length in ms. */\n readonly duration: number;\n /** Label positions in ms. */\n readonly labels: Readonly<Record<string, number>>;\n /** Current playhead in ms. */\n readonly time: number;\n /** Add a step: animate `target` with keyframes or a preset name (`fade-up`, `scale`…). */\n to(target: string | Element | Element[] | NodeList, frames: Keyframe[] | string, options?: TimelineStepOptions): Timeline;\n /** Name a position (default: the current end). */\n label(name: string, at?: TimelinePosition): Timeline;\n /** Run `fn` when the playhead passes `at`. */\n call(fn: () => void, at?: TimelinePosition): Timeline;\n /** Play forwards from the playhead (from 0 when at the end). Resolves at the end. */\n play(from?: TimelinePosition): Promise<void>;\n /** Play backwards to 0. */\n reverse(): Promise<void>;\n pause(): Timeline;\n /** Jump to a time (ms) or label. */\n seek(to: TimelinePosition): Timeline;\n /** Get or set progress 0–1. */\n progress(p?: number): number;\n /**\n * Tie progress to scroll: `source` moving through the viewport (or, with\n * `{ source: 'scroll' }`, a scroll container's own position). Runs on native\n * ScrollTimeline / ViewTimeline when available (and no `smooth`, `offset`,\n * `call()` cues or `onUpdate` need JS), else on a rAF-throttled listener.\n * Returns a stop function with a `native` flag.\n */\n scrub(source: Element, options?: ScrubOptions): ScrubHandle;\n /** Stop and drop every animation (elements keep their last frame). */\n cancel(): void;\n}\n\n/** Keyframe presets usable by name in `to()` and `data-tl`. */\nexport const TIMELINE_PRESETS: Record<string, Keyframe[]> = {\n fade: [{ opacity: 0 }, { opacity: 1 }],\n 'fade-up': [{ opacity: 0, transform: 'translateY(24px)' }, { opacity: 1, transform: 'none' }],\n 'fade-down': [{ opacity: 0, transform: 'translateY(-24px)' }, { opacity: 1, transform: 'none' }],\n 'fade-left': [{ opacity: 0, transform: 'translateX(24px)' }, { opacity: 1, transform: 'none' }],\n 'fade-right': [{ opacity: 0, transform: 'translateX(-24px)' }, { opacity: 1, transform: 'none' }],\n scale: [{ opacity: 0, transform: 'scale(0.85)' }, { opacity: 1, transform: 'none' }],\n blur: [{ opacity: 0, filter: 'blur(12px)' }, { opacity: 1, filter: 'blur(0)' }],\n rotate: [{ opacity: 0, transform: 'rotate(-12deg) scale(0.9)' }, { opacity: 1, transform: 'none' }],\n 'clip-up': [{ clipPath: 'inset(100% 0 0 0)' }, { clipPath: 'inset(0 0 0 0)' }],\n 'clip-right': [{ clipPath: 'inset(0 100% 0 0)' }, { clipPath: 'inset(0 0 0 0)' }],\n};\n\n/** Resolve a position against the previous step and labels (pure). */\nexport function resolvePosition(\n pos: TimelinePosition | undefined,\n end: number,\n prevStart: number,\n labels: Record<string, number> = {}\n): number {\n if (pos === undefined || pos === '' || pos === '>') return end;\n if (typeof pos === 'number') return Math.max(0, pos);\n const s = String(pos).trim();\n if (/^-?\\d+(\\.\\d+)?$/.test(s)) return Math.max(0, Number(s));\n const m = /^(<|>|[A-Za-z_][\\w-]*)?\\s*(?:([+-])=\\s*(\\d+(?:\\.\\d+)?))?$/.exec(s);\n if (!m) return end;\n const base = m[1] === '<' ? prevStart : m[1] === '>' || !m[1] ? end : labels[m[1]] ?? end;\n const delta = m[2] ? (m[2] === '-' ? -1 : 1) * Number(m[3]) : 0;\n return Math.max(0, base + delta);\n}\n\nconst toEls = (t: string | Element | Element[] | NodeList): Element[] =>\n typeof t === 'string' ? (typeof document === 'undefined' ? [] : Array.from(document.querySelectorAll(t))) : t instanceof Element ? [t] : Array.from(t as ArrayLike<Element>);\n\ninterface Step { el: Element; frames: Keyframe[]; start: number; duration: number; easing: string; anim?: Animation | null }\ninterface Cue { fn: () => void; at: number }\n\n/**\n * Choreograph animations on one clock: chain, overlap, label, seek, reverse and\n * scrub them with scroll. Built on WAAPI (paused animations driven by one\n * playhead); without WAAPI or under reduced motion it jumps to the end state.\n *\n * @example\n * const tl = timeline({ defaults: { duration: 500 } })\n * .to('.title', 'fade-up')\n * .label('cards')\n * .to('.card', 'scale', { stagger: 80, at: '-=200' })\n * .to('.cta', [{ opacity: 0 }, { opacity: 1 }], { at: 'cards+=400' });\n * tl.play(); // or tl.scrub(document.querySelector('.hero'))\n */\nexport function timeline(options: TimelineOptions = {}): Timeline {\n const d = { duration: 600, easing: 'cubic-bezier(0.22, 1, 0.36, 1)', stagger: 0, ...options.defaults };\n const steps: Step[] = [];\n const cues: Cue[] = [];\n const labels: Record<string, number> = {};\n let end = 0;\n let prevStart = 0;\n let t = 0;\n let frame = 0;\n let dir = 1;\n let settle: (() => void) | undefined;\n let built = false;\n\n const total = () => Math.max(end, ...cues.map((c) => c.at), 0);\n const build = () => {\n if (built) return;\n built = true;\n for (const s of steps) {\n if (typeof (s.el as HTMLElement).animate !== 'function') { s.anim = null; continue; }\n s.anim = (s.el as HTMLElement).animate(s.frames, { duration: s.duration, delay: s.start, easing: s.easing, fill: 'both' });\n s.anim.pause?.();\n }\n };\n const render = (to: number, from: number) => {\n build();\n t = clamp(to, 0, total());\n for (const s of steps) {\n if (s.anim) s.anim.currentTime = t;\n else applyFrame(s.el as HTMLElement, s.frames[t >= s.start ? s.frames.length - 1 : 0]);\n }\n for (const c of cues) if ((from < c.at && t >= c.at) || (from > c.at && t <= c.at)) c.fn();\n options.onUpdate?.(total() ? t / total() : 1);\n };\n const stop = () => {\n if (frame) caf(frame);\n frame = 0;\n };\n const run = (direction: number): Promise<void> => {\n stop();\n settle?.();\n dir = direction;\n const target = dir > 0 ? total() : 0;\n const k = motionScale();\n if (prefersReducedMotion() || k === 0 || !total()) {\n render(target, t);\n options.onComplete?.();\n return Promise.resolve();\n }\n const rate = (options.speed ?? 1) / k;\n return new Promise<void>((resolve) => {\n settle = () => { settle = undefined; resolve(); };\n let last = now();\n const loop = () => {\n const n = now();\n const next = t + (n - last) * rate * dir;\n last = n;\n render(next, t);\n if ((dir > 0 && t >= target) || (dir < 0 && t <= 0)) {\n frame = 0;\n options.onComplete?.();\n settle?.();\n return;\n }\n frame = raf(loop);\n };\n frame = raf(loop);\n });\n };\n\n const api: Timeline = {\n get duration() { return total(); },\n get labels() { return { ...labels }; },\n get time() { return t; },\n to(target, frames, o = {}) {\n const kf = typeof frames === 'string' ? TIMELINE_PRESETS[frames] || TIMELINE_PRESETS.fade : frames;\n const start = resolvePosition(o.at, end, prevStart, labels);\n const duration = resolveDurationToken(o.duration ?? d.duration, 600);\n const stagger = o.stagger ?? d.stagger;\n let last = start;\n toEls(target).forEach((el, i) => {\n const s = start + i * stagger;\n steps.push({ el, frames: kf, start: s, duration, easing: resolveEasingToken(o.easing ?? d.easing, 'cubic-bezier(0.22, 1, 0.36, 1)') });\n last = Math.max(last, s + duration);\n });\n prevStart = start;\n end = Math.max(end, last);\n built = false;\n steps.forEach((s) => s.anim?.cancel?.());\n return api;\n },\n label(name, at) {\n labels[name] = resolvePosition(at, end, prevStart, labels);\n return api;\n },\n call(fn, at) {\n cues.push({ fn, at: resolvePosition(at, end, prevStart, labels) });\n return api;\n },\n play(from) {\n if (from !== undefined) render(resolvePosition(from, 0, 0, labels), t);\n else if (t >= total()) render(0, -1);\n return run(1);\n },\n reverse() {\n return run(-1);\n },\n pause() {\n stop();\n return api;\n },\n seek(to) {\n stop();\n render(resolvePosition(to, 0, 0, labels), t);\n return api;\n },\n progress(p) {\n if (p !== undefined) api.seek(clamp(p, 0, 1) * total());\n return total() ? t / total() : 0;\n },\n scrub(source, o = {}) {\n stop();\n if (prefersReducedMotion() || typeof window === 'undefined') {\n render(total(), t);\n return handle(() => {}, false);\n }\n const mode = o.source ?? 'view';\n const axis = o.axis ?? 'block';\n const needsJs = !!o.smooth || !!o.offset || cues.length > 0 || !!options.onUpdate || o.engine === 'js';\n if (!needsJs && total() > 0 && supportsNativeScrub(mode) && steps.every((st) => typeof (st.el as HTMLElement).animate === 'function')) {\n // Native: one scroll-driven animation per step, its slice of the\n // timeline mapped onto the scroll range (`cover` for a view timeline).\n const g = globalThis as any;\n const tl = mode === 'scroll' ? new g.ScrollTimeline({ source, axis }) : new g.ViewTimeline({ subject: source, axis });\n const T = total();\n steps.forEach((st) => st.anim?.cancel?.());\n built = false;\n const pct = (ms: number) => `${((ms / T) * 100).toFixed(3)}%`;\n const live = steps.map((st) => {\n const range = mode === 'view' ? { rangeStart: `cover ${pct(st.start)}`, rangeEnd: `cover ${pct(st.start + st.duration)}` } : {};\n const timing: any = { easing: st.easing, fill: 'both', timeline: tl, ...range };\n if (mode === 'scroll') Object.assign(timing, { duration: 'auto', rangeStart: pct(st.start), rangeEnd: pct(st.start + st.duration) });\n return (st.el as HTMLElement).animate(st.frames, timing);\n });\n return handle(() => {\n live.forEach((a) => a.cancel());\n render(t, t);\n }, true);\n }\n let id = 0;\n let cur = t;\n const scroller = mode === 'scroll' ? (source as HTMLElement) : null;\n const progressNow = () => {\n const x = axis === 'x' || axis === 'inline';\n if (scroller) {\n const max = x ? scroller.scrollWidth - scroller.clientWidth : scroller.scrollHeight - scroller.clientHeight;\n return clamp((x ? scroller.scrollLeft : scroller.scrollTop) / (max || 1), 0, 1);\n }\n const r = source.getBoundingClientRect();\n const vh = (x ? window.innerWidth : window.innerHeight) || 1;\n const start = x ? r.left : r.top;\n const size = x ? r.width : r.height;\n return clamp((vh + (o.offset ?? 0) - start) / (vh + size || 1), 0, 1);\n };\n const update = () => {\n id = 0;\n const goal = progressNow() * total();\n const sm = clamp(o.smooth ?? 0, 0, 0.95);\n cur = sm ? cur + (goal - cur) * (1 - sm) : goal;\n render(cur, t);\n if (sm && Math.abs(goal - cur) > 0.5) id = raf(update);\n };\n const onScroll = () => { if (!id) id = raf(update); };\n const target: EventTarget = scroller || window;\n target.addEventListener('scroll', onScroll, { passive: true });\n window.addEventListener('resize', onScroll, { passive: true });\n update();\n return handle(() => {\n target.removeEventListener('scroll', onScroll);\n window.removeEventListener('resize', onScroll);\n if (id) caf(id);\n }, false);\n },\n cancel() {\n stop();\n settle?.();\n steps.forEach((s) => s.anim?.cancel?.());\n built = false;\n },\n };\n return 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Default `cubic-bezier(0.22, 1, 0.36, 1)`. */\n easing?: string;\n /** Start position, see `TimelinePosition`. */\n at?: TimelinePosition;\n /** ms between targets when the selector matches several elements. */\n stagger?: number;\n}\n\nexport interface TimelineOptions {\n /** Defaults for every step. */\n defaults?: Pick<TimelineStepOptions, 'duration' | 'easing' | 'stagger'>;\n /** Playback rate (1 = normal). */\n speed?: number;\n /** Called after `play()` reaches the end (or the start when reversed). */\n onComplete?: () => void;\n /** Called on every frame with progress 0–1. */\n onUpdate?: (progress: number) => void;\n}\n\nexport interface ScrubOptions {\n /** Scroll offset (px) before the source's top reaches the viewport bottom where progress starts (JS engine only). */\n offset?: number;\n /** Smoothing 0–1 (0 = immediate, default 0). Smoothing needs the JS engine. */\n smooth?: number;\n /**\n * 4.1: which progress source drives the timeline.\n * - `'view'` (default): `source` moving through the viewport (CSS `ViewTimeline`, range `cover`).\n * - `'scroll'`: the scroll position of `source` itself (a scroll container; CSS `ScrollTimeline`).\n */\n source?: 'view' | 'scroll';\n /** 4.1: `'auto'` (default) uses the browser's native scroll-driven animations when available, `'js'` forces the fallback. */\n engine?: 'auto' | 'native' | 'js';\n /** 4.1: scroll axis, `'block'` (default) · `'inline'` · `'x'` · `'y'`. */\n axis?: 'block' | 'inline' | 'x' | 'y';\n}\n\n/** The function `scrub()` returns: call it to stop. `native` tells which engine runs it. */\nexport interface ScrubHandle {\n (): void;\n /** `true` when the browser's ScrollTimeline / ViewTimeline drives it (compositor, no JS per frame). */\n readonly native: boolean;\n}\n\n/** 4.1: whether `scrub()` can use native ScrollTimeline / ViewTimeline here. */\nexport function supportsNativeScrub(source: 'view' | 'scroll' = 'view'): boolean {\n const g = globalThis as any;\n return typeof g[source === 'scroll' ? 'ScrollTimeline' : 'ViewTimeline'] === 'function' && typeof g.Element?.prototype?.animate === 'function';\n}\n\nconst handle = (stop: () => void, native: boolean): ScrubHandle => Object.assign(stop, { native }) as ScrubHandle;\n\nexport interface Timeline {\n /** Total length in ms. */\n readonly duration: number;\n /** Label positions in ms. */\n readonly labels: Readonly<Record<string, number>>;\n /** Current playhead in ms. */\n readonly time: number;\n /** Add a step: animate `target` with keyframes or a preset name (`fade-up`, `scale`…). */\n to(target: string | Element | Element[] | NodeList, frames: Keyframe[] | string, options?: TimelineStepOptions): Timeline;\n /** Name a position (default: the current end). */\n label(name: string, at?: TimelinePosition): Timeline;\n /** Run `fn` when the playhead passes `at`. */\n call(fn: () => void, at?: TimelinePosition): Timeline;\n /** Play forwards from the playhead (from 0 when at the end). Resolves at the end. */\n play(from?: TimelinePosition): Promise<void>;\n /** Play backwards to 0. */\n reverse(): Promise<void>;\n pause(): Timeline;\n /** Jump to a time (ms) or label. */\n seek(to: TimelinePosition): Timeline;\n /** Get or set progress 0–1. */\n progress(p?: number): number;\n /**\n * Tie progress to scroll: `source` moving through the viewport (or, with\n * `{ source: 'scroll' }`, a scroll container's own position). Runs on native\n * ScrollTimeline / ViewTimeline when available (and no `smooth`, `offset`,\n * `call()` cues or `onUpdate` need JS), else on a rAF-throttled listener.\n * Returns a stop function with a `native` flag.\n */\n scrub(source: Element, options?: ScrubOptions): ScrubHandle;\n /** Stop and drop every animation (elements keep their last frame). */\n cancel(): void;\n}\n\n/** Keyframe presets usable by name in `to()` and `data-tl`. */\nexport const TIMELINE_PRESETS: Record<string, Keyframe[]> = {\n fade: [{ opacity: 0 }, { opacity: 1 }],\n 'fade-up': [{ opacity: 0, transform: 'translateY(24px)' }, { opacity: 1, transform: 'none' }],\n 'fade-down': [{ opacity: 0, transform: 'translateY(-24px)' }, { opacity: 1, transform: 'none' }],\n 'fade-left': [{ opacity: 0, transform: 'translateX(24px)' }, { opacity: 1, transform: 'none' }],\n 'fade-right': [{ opacity: 0, transform: 'translateX(-24px)' }, { opacity: 1, transform: 'none' }],\n scale: [{ opacity: 0, transform: 'scale(0.85)' }, { opacity: 1, transform: 'none' }],\n blur: [{ opacity: 0, filter: 'blur(12px)' }, { opacity: 1, filter: 'blur(0)' }],\n rotate: [{ opacity: 0, transform: 'rotate(-12deg) scale(0.9)' }, { opacity: 1, transform: 'none' }],\n 'clip-up': [{ clipPath: 'inset(100% 0 0 0)' }, { clipPath: 'inset(0 0 0 0)' }],\n 'clip-right': [{ clipPath: 'inset(0 100% 0 0)' }, { clipPath: 'inset(0 0 0 0)' }],\n};\n\n/** Resolve a position against the previous step and labels (pure). */\nexport function resolvePosition(\n pos: TimelinePosition | undefined,\n end: number,\n prevStart: number,\n labels: Record<string, number> = {}\n): number {\n if (pos === undefined || pos === '' || pos === '>') return end;\n if (typeof pos === 'number') return Math.max(0, pos);\n const s = String(pos).trim();\n if (/^-?\\d+(\\.\\d+)?$/.test(s)) return Math.max(0, Number(s));\n const m = /^(<|>|[A-Za-z_][\\w-]*)?\\s*(?:([+-])=\\s*(\\d+(?:\\.\\d+)?))?$/.exec(s);\n if (!m) return end;\n const base = m[1] === '<' ? prevStart : m[1] === '>' || !m[1] ? end : labels[m[1]] ?? end;\n const delta = m[2] ? (m[2] === '-' ? -1 : 1) * Number(m[3]) : 0;\n return Math.max(0, base + delta);\n}\n\nconst toEls = (t: string | Element | Element[] | NodeList): Element[] =>\n typeof t === 'string' ? (typeof document === 'undefined' ? [] : Array.from(document.querySelectorAll(t))) : t instanceof Element ? [t] : Array.from(t as ArrayLike<Element>);\n\ninterface Step { el: Element; frames: Keyframe[]; start: number; duration: number; easing: string; anim?: Animation | null }\ninterface Cue { fn: () => void; at: number }\n\n/**\n * Choreograph animations on one clock: chain, overlap, label, seek, reverse and\n * scrub them with scroll. Built on WAAPI (paused animations driven by one\n * playhead); without WAAPI or under reduced motion it jumps to the end state.\n *\n * @example\n * const tl = timeline({ defaults: { duration: 500 } })\n * .to('.title', 'fade-up')\n * .label('cards')\n * .to('.card', 'scale', { stagger: 80, at: '-=200' })\n * .to('.cta', [{ opacity: 0 }, { opacity: 1 }], { at: 'cards+=400' });\n * tl.play(); // or tl.scrub(document.querySelector('.hero'))\n */\nexport function timeline(options: TimelineOptions = {}): Timeline {\n const d = { duration: 600, easing: 'cubic-bezier(0.22, 1, 0.36, 1)', stagger: 0, ...options.defaults };\n const steps: Step[] = [];\n const cues: Cue[] = [];\n const labels: Record<string, number> = {};\n let end = 0;\n let prevStart = 0;\n let t = 0;\n let frame = 0;\n let dir = 1;\n let settle: (() => void) | undefined;\n let built = false;\n\n const total = () => Math.max(end, ...cues.map((c) => c.at), 0);\n const build = () => {\n if (built) return;\n built = true;\n for (const s of steps) {\n if (typeof (s.el as HTMLElement).animate !== 'function') { s.anim = null; continue; }\n s.anim = (s.el as HTMLElement).animate(s.frames, { duration: s.duration, delay: s.start, easing: s.easing, fill: 'both' });\n s.anim.pause?.();\n }\n };\n const render = (to: number, from: number) => {\n build();\n t = clamp(to, 0, total());\n for (const s of steps) {\n if (s.anim) s.anim.currentTime = t;\n else applyFrame(s.el as HTMLElement, s.frames[t >= s.start ? s.frames.length - 1 : 0]);\n }\n for (const c of cues) if ((from < c.at && t >= c.at) || (from > c.at && t <= c.at)) c.fn();\n options.onUpdate?.(total() ? t / total() : 1);\n };\n const stop = () => {\n if (frame) caf(frame);\n frame = 0;\n };\n const run = (direction: number): Promise<void> => {\n stop();\n settle?.();\n dir = direction;\n const target = dir > 0 ? total() : 0;\n const k = motionScale();\n if (prefersReducedMotion() || k === 0 || !total()) {\n render(target, t);\n options.onComplete?.();\n return Promise.resolve();\n }\n const rate = (options.speed ?? 1) / k;\n return new Promise<void>((resolve) => {\n settle = () => { settle = undefined; resolve(); };\n let last = now();\n const loop = () => {\n const n = now();\n const next = t + (n - last) * rate * dir;\n last = n;\n render(next, t);\n if ((dir > 0 && t >= target) || (dir < 0 && t <= 0)) {\n frame = 0;\n options.onComplete?.();\n settle?.();\n return;\n }\n frame = raf(loop);\n };\n frame = raf(loop);\n });\n };\n\n const api: Timeline = {\n get duration() { return total(); },\n get labels() { return { ...labels }; },\n get time() { return t; },\n to(target, frames, o = {}) {\n const kf = typeof frames === 'string' ? TIMELINE_PRESETS[frames] || TIMELINE_PRESETS.fade : frames;\n const start = resolvePosition(o.at, end, prevStart, labels);\n const duration = resolveDurationToken(o.duration ?? d.duration, 600);\n const stagger = o.stagger ?? d.stagger;\n let last = start;\n toEls(target).forEach((el, i) => {\n const s = start + i * stagger;\n steps.push({ el, frames: kf, start: s, duration, easing: resolveEasingToken(o.easing ?? d.easing, 'cubic-bezier(0.22, 1, 0.36, 1)') });\n last = Math.max(last, s + duration);\n });\n prevStart = start;\n end = Math.max(end, last);\n built = false;\n steps.forEach((s) => s.anim?.cancel?.());\n return api;\n },\n label(name, at) {\n labels[name] = resolvePosition(at, end, prevStart, labels);\n return api;\n },\n call(fn, at) {\n cues.push({ fn, at: resolvePosition(at, end, prevStart, labels) });\n return api;\n },\n play(from) {\n if (from !== undefined) render(resolvePosition(from, 0, 0, labels), t);\n else if (t >= total()) render(0, -1);\n return run(1);\n },\n reverse() {\n return run(-1);\n },\n pause() {\n stop();\n return api;\n },\n seek(to) {\n stop();\n render(resolvePosition(to, 0, 0, labels), t);\n return api;\n },\n progress(p) {\n if (p !== undefined) api.seek(clamp(p, 0, 1) * total());\n return total() ? t / total() : 0;\n },\n scrub(source, o = {}) {\n stop();\n if (prefersReducedMotion() || typeof window === 'undefined') {\n render(total(), t);\n return handle(() => {}, false);\n }\n const mode = o.source ?? 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'block';\n const needsJs = !!o.smooth || !!o.offset || cues.length > 0 || !!options.onUpdate || o.engine === 'js';\n if (!needsJs && total() > 0 && supportsNativeScrub(mode) && steps.every((st) => typeof (st.el as HTMLElement).animate === 'function')) {\n // Native: one scroll-driven animation per step, its slice of the\n // timeline mapped onto the scroll range (`cover` for a view timeline).\n const g = globalThis as any;\n const tl = mode === 'scroll' ? new g.ScrollTimeline({ source, axis }) : new g.ViewTimeline({ subject: source, axis });\n const T = total();\n steps.forEach((st) => st.anim?.cancel?.());\n built = false;\n const pct = (ms: number) => `${((ms / T) * 100).toFixed(3)}%`;\n const live = steps.map((st) => {\n const range = mode === 'view' ? { rangeStart: `cover ${pct(st.start)}`, rangeEnd: `cover ${pct(st.start + st.duration)}` } : {};\n const timing: any = { easing: st.easing, fill: 'both', timeline: tl, ...range };\n if (mode === 'scroll') Object.assign(timing, { duration: 'auto', rangeStart: pct(st.start), rangeEnd: pct(st.start + st.duration) });\n return (st.el as HTMLElement).animate(st.frames, timing);\n });\n return handle(() => {\n live.forEach((a) => a.cancel());\n render(t, t);\n }, true);\n }\n let id = 0;\n let cur = t;\n const scroller = mode === 'scroll' ? 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@@ -1,6 +1,6 @@
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  'use strict';
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- var base = require('./base-CxYU2NK_.cjs');
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+ var base = require('./base-BvpQ4Ggj.cjs');
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  /** The swipe a pointer release represents, or `null` (pure). */
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  function swipeDirection(dx, dy, vx, vy, o = {}) {
@@ -182,4 +182,4 @@ function gesture(el, h, o = {}) {
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  exports.gesture = gesture;
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  exports.pinchScale = pinchScale;
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  exports.swipeDirection = swipeDirection;
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- //# sourceMappingURL=core-CctNfzuP.cjs.map
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+ //# sourceMappingURL=core-CCAM3nKw.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"core-CctNfzuP.cjs","sources":["../../src/components/gesture/core.ts"],"sourcesContent":["import { clamp } from '../base';\n\nexport interface PanState {\n /** Offset from the gesture start (px). */\n dx: number;\n dy: number;\n /** Velocity (px/s). */\n vx: number;\n vy: number;\n first: boolean;\n last: boolean;\n event: Event;\n}\nexport type SwipeDirection = 'left' | 'right' | 'up' | 'down';\nexport interface SwipeState { direction: SwipeDirection; velocity: number; dx: number; dy: number }\nexport interface PinchState { scale: number; /** Midpoint of the two pointers (client px). */ x: number; y: number; first: boolean; last: boolean }\nexport interface PressState { x: number; y: number }\n\nexport interface GestureHandlers {\n onPan?: (s: PanState) => void;\n onSwipe?: (s: SwipeState) => void;\n onPinch?: (s: PinchState) => void;\n onLongPress?: (s: PressState) => void;\n onTap?: (s: PressState) => void;\n onDoubleTap?: (s: PressState) => void;\n}\n\nexport interface GestureOptions {\n /** Restrict panning to an axis. */\n axis?: 'x' | 'y';\n /** Movement (px) before a pan starts (default 4). */\n threshold?: number;\n /** Minimum distance (px, default 40) and speed (px/s, default 300) for a swipe. */\n swipeDistance?: number;\n swipeVelocity?: number;\n /** Long-press delay (ms, default 500). */\n longPress?: number;\n /** Ctrl/⌘ + wheel (trackpad pinch) counts as pinch (default true). */\n wheelPinch?: boolean;\n}\n\n/** The swipe a pointer release represents, or `null` (pure). */\nexport function swipeDirection(dx: number, dy: number, vx: number, vy: number, o: { distance?: number; velocity?: number; axis?: 'x' | 'y' } = {}): SwipeState | null {\n const dist = o.distance ?? 40;\n const vel = o.velocity ?? 300;\n const horiz = o.axis === 'x' || (o.axis !== 'y' && Math.abs(dx) >= Math.abs(dy));\n const d = horiz ? dx : dy;\n const v = horiz ? vx : vy;\n if (Math.abs(d) < dist && Math.abs(v) < vel * 2) return null;\n if (Math.abs(v) < vel && Math.abs(d) < dist * 3) return null;\n const direction: SwipeDirection = horiz ? (d > 0 ? 'right' : 'left') : d > 0 ? 'down' : 'up';\n return { direction, velocity: Math.abs(v), dx, dy };\n}\n\n/** Scale between two pointer distances, clamped to [min, max] (pure). */\nexport function pinchScale(startDistance: number, distance: number, base = 1, min = 0.5, max = 4): number {\n if (!startDistance) return base;\n return clamp(base * (distance / startDistance), min, max);\n}\n\ntype P = { x: number; y: number };\nconst pid = (e: any): number => (typeof e.pointerId === 'number' ? e.pointerId : 1);\n\n/**\n * One recognizer for pan, swipe, pinch (two pointers or Ctrl + wheel),\n * long-press, tap and double-tap, with velocities ready to hand to a spring\n * (`createSpring().set(target, velocity)`). Works with mouse, touch and pen\n * through Pointer Events. Returns a cleanup function.\n *\n * @example\n * const x = createSpring({ onUpdate: (v) => (card.style.translate = `${v}px`) });\n * gesture(card, {\n * onPan: ({ dx, last, vx }) => (last ? x.set(0, vx) : x.jump(dx)),\n * onSwipe: ({ direction }) => dismiss(direction),\n * }, { axis: 'x' });\n */\nexport function gesture(el: HTMLElement, h: GestureHandlers, o: GestureOptions = {}): () => void {\n const pts = new Map<number, P>();\n let start: P = { x: 0, y: 0 };\n let last: P & { t: number } = { x: 0, y: 0, t: 0 };\n let vx = 0;\n let vy = 0;\n let panning = false;\n let pinch: { d0: number; first: boolean } | null = null;\n let pinchScaleNow = 1;\n let press: ReturnType<typeof setTimeout> | undefined;\n let pressed = false;\n let lastTap = -1e9;\n const th = o.threshold ?? 4;\n const dist = () => {\n const [a, b] = [...pts.values()];\n return Math.hypot(a.x - b.x, a.y - b.y);\n };\n const mid = () => {\n const [a, b] = [...pts.values()];\n return { x: (a.x + b.x) / 2, y: (a.y + b.y) / 2 };\n };\n const t = (e: Event) => (e.timeStamp || Date.now());\n\n const down = (e: PointerEvent) => {\n pts.set(pid(e), { x: e.clientX, y: e.clientY });\n try { el.setPointerCapture?.(pid(e)); } catch { /* jsdom / synthetic */ }\n if (pts.size === 2 && h.onPinch) {\n clearTimeout(press);\n if (panning) h.onPan?.({ dx: last.x - start.x, dy: last.y - start.y, vx: 0, vy: 0, first: false, last: true, event: e });\n panning = false;\n pinch = { d0: dist(), first: true };\n return;\n }\n if (pts.size > 1) return;\n start = { x: e.clientX, y: e.clientY };\n last = { ...start, t: t(e) };\n vx = vy = 0;\n pressed = false;\n if (h.onLongPress) press = setTimeout(() => { pressed = true; h.onLongPress?.({ x: start.x, y: start.y }); }, o.longPress ?? 500);\n };\n const move = (e: PointerEvent) => {\n if (!pts.has(pid(e))) return;\n pts.set(pid(e), { x: e.clientX, y: e.clientY });\n if (pinch && pts.size >= 2) {\n const m = mid();\n pinchScaleNow = pinchScale(pinch.d0, dist(), 1, 0.05, 20);\n h.onPinch?.({ scale: pinchScaleNow, x: m.x, y: m.y, first: pinch.first, last: false });\n pinch.first = false;\n return;\n }\n const dx = e.clientX - start.x;\n const dy = e.clientY - start.y;\n const dt = Math.max(1, t(e) - last.t) / 1000;\n vx = (e.clientX - last.x) / dt;\n vy = (e.clientY - last.y) / dt;\n last = { x: e.clientX, y: e.clientY, t: t(e) };\n if (!panning) {\n const off = o.axis === 'x' ? Math.abs(dx) : o.axis === 'y' ? Math.abs(dy) : Math.hypot(dx, dy);\n if (off < th) return;\n clearTimeout(press);\n if (o.axis && Math.abs(o.axis === 'x' ? dy : dx) > off) { pts.delete(pid(e)); return; } // wrong axis: let the page scroll\n panning = true;\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: true, last: false, event: e });\n return;\n }\n if (e.cancelable) e.preventDefault();\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: false, last: false, event: e });\n };\n const up = (e: PointerEvent) => {\n if (!pts.has(pid(e))) return;\n pts.delete(pid(e));\n clearTimeout(press);\n if (pinch) {\n if (pts.size < 2) {\n h.onPinch?.({ scale: pinchScaleNow, ...start, first: false, last: true });\n pinch = null;\n pts.clear();\n }\n return;\n }\n const dx = e.clientX - start.x;\n const dy = e.clientY - start.y;\n if (panning) {\n panning = false;\n if (t(e) - last.t > 80) vx = vy = 0; // paused before release\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: false, last: true, event: e });\n const s = swipeDirection(dx, dy, vx, vy, { distance: o.swipeDistance, velocity: o.swipeVelocity, axis: o.axis });\n if (s) h.onSwipe?.(s);\n return;\n }\n if (pressed || e.type === 'pointercancel') return;\n const p = { x: e.clientX, y: e.clientY };\n const n = t(e);\n if (h.onDoubleTap && n - lastTap < 300) { lastTap = -1e9; h.onDoubleTap(p); return; }\n lastTap = n;\n h.onTap?.(p);\n };\n const wheel = (e: WheelEvent) => {\n if (!h.onPinch || o.wheelPinch === false || !e.ctrlKey) return;\n e.preventDefault();\n const s = Math.exp(-e.deltaY / 100);\n h.onPinch({ scale: s, x: e.clientX, y: e.clientY, first: true, last: true });\n };\n const opts: AddEventListenerOptions = { passive: false };\n el.addEventListener('pointerdown', down as EventListener);\n el.addEventListener('pointermove', move as EventListener, opts);\n el.addEventListener('pointerup', up as EventListener);\n el.addEventListener('pointercancel', up as EventListener);\n el.addEventListener('wheel', wheel as EventListener, opts);\n if (o.axis && !el.style.touchAction) el.style.touchAction = o.axis === 'x' ? 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+ {"version":3,"file":"core-CCAM3nKw.cjs","sources":["../../src/components/gesture/core.ts"],"sourcesContent":["import { clamp } from '../base';\n\nexport interface PanState {\n /** Offset from the gesture start (px). */\n dx: number;\n dy: number;\n /** Velocity (px/s). */\n vx: number;\n vy: number;\n first: boolean;\n last: boolean;\n event: Event;\n}\nexport type SwipeDirection = 'left' | 'right' | 'up' | 'down';\nexport interface SwipeState { direction: SwipeDirection; velocity: number; dx: number; dy: number }\nexport interface PinchState { scale: number; /** Midpoint of the two pointers (client px). */ x: number; y: number; first: boolean; last: boolean }\nexport interface PressState { x: number; y: number }\n\nexport interface GestureHandlers {\n onPan?: (s: PanState) => void;\n onSwipe?: (s: SwipeState) => void;\n onPinch?: (s: PinchState) => void;\n onLongPress?: (s: PressState) => void;\n onTap?: (s: PressState) => void;\n onDoubleTap?: (s: PressState) => void;\n}\n\nexport interface GestureOptions {\n /** Restrict panning to an axis. */\n axis?: 'x' | 'y';\n /** Movement (px) before a pan starts (default 4). */\n threshold?: number;\n /** Minimum distance (px, default 40) and speed (px/s, default 300) for a swipe. */\n swipeDistance?: number;\n swipeVelocity?: number;\n /** Long-press delay (ms, default 500). */\n longPress?: number;\n /** Ctrl/⌘ + wheel (trackpad pinch) counts as pinch (default true). */\n wheelPinch?: boolean;\n}\n\n/** The swipe a pointer release represents, or `null` (pure). */\nexport function swipeDirection(dx: number, dy: number, vx: number, vy: number, o: { distance?: number; velocity?: number; axis?: 'x' | 'y' } = {}): SwipeState | null {\n const dist = o.distance ?? 40;\n const vel = o.velocity ?? 300;\n const horiz = o.axis === 'x' || (o.axis !== 'y' && Math.abs(dx) >= Math.abs(dy));\n const d = horiz ? dx : dy;\n const v = horiz ? vx : vy;\n if (Math.abs(d) < dist && Math.abs(v) < vel * 2) return null;\n if (Math.abs(v) < vel && Math.abs(d) < dist * 3) return null;\n const direction: SwipeDirection = horiz ? (d > 0 ? 'right' : 'left') : d > 0 ? 'down' : 'up';\n return { direction, velocity: Math.abs(v), dx, dy };\n}\n\n/** Scale between two pointer distances, clamped to [min, max] (pure). */\nexport function pinchScale(startDistance: number, distance: number, base = 1, min = 0.5, max = 4): number {\n if (!startDistance) return base;\n return clamp(base * (distance / startDistance), min, max);\n}\n\ntype P = { x: number; y: number };\nconst pid = (e: any): number => (typeof e.pointerId === 'number' ? e.pointerId : 1);\n\n/**\n * One recognizer for pan, swipe, pinch (two pointers or Ctrl + wheel),\n * long-press, tap and double-tap, with velocities ready to hand to a spring\n * (`createSpring().set(target, velocity)`). Works with mouse, touch and pen\n * through Pointer Events. Returns a cleanup function.\n *\n * @example\n * const x = createSpring({ onUpdate: (v) => (card.style.translate = `${v}px`) });\n * gesture(card, {\n * onPan: ({ dx, last, vx }) => (last ? x.set(0, vx) : x.jump(dx)),\n * onSwipe: ({ direction }) => dismiss(direction),\n * }, { axis: 'x' });\n */\nexport function gesture(el: HTMLElement, h: GestureHandlers, o: GestureOptions = {}): () => void {\n const pts = new Map<number, P>();\n let start: P = { x: 0, y: 0 };\n let last: P & { t: number } = { x: 0, y: 0, t: 0 };\n let vx = 0;\n let vy = 0;\n let panning = false;\n let pinch: { d0: number; first: boolean } | null = null;\n let pinchScaleNow = 1;\n let press: ReturnType<typeof setTimeout> | undefined;\n let pressed = false;\n let lastTap = -1e9;\n const th = o.threshold ?? 4;\n const dist = () => {\n const [a, b] = [...pts.values()];\n return Math.hypot(a.x - b.x, a.y - b.y);\n };\n const mid = () => {\n const [a, b] = [...pts.values()];\n return { x: (a.x + b.x) / 2, y: (a.y + b.y) / 2 };\n };\n const t = (e: Event) => (e.timeStamp || Date.now());\n\n const down = (e: PointerEvent) => {\n pts.set(pid(e), { x: e.clientX, y: e.clientY });\n try { el.setPointerCapture?.(pid(e)); } catch { /* jsdom / synthetic */ }\n if (pts.size === 2 && h.onPinch) {\n clearTimeout(press);\n if (panning) h.onPan?.({ dx: last.x - start.x, dy: last.y - start.y, vx: 0, vy: 0, first: false, last: true, event: e });\n panning = false;\n pinch = { d0: dist(), first: true };\n return;\n }\n if (pts.size > 1) return;\n start = { x: e.clientX, y: e.clientY };\n last = { ...start, t: t(e) };\n vx = vy = 0;\n pressed = false;\n if (h.onLongPress) press = setTimeout(() => { pressed = true; h.onLongPress?.({ x: start.x, y: start.y }); }, o.longPress ?? 500);\n };\n const move = (e: PointerEvent) => {\n if (!pts.has(pid(e))) return;\n pts.set(pid(e), { x: e.clientX, y: e.clientY });\n if (pinch && pts.size >= 2) {\n const m = mid();\n pinchScaleNow = pinchScale(pinch.d0, dist(), 1, 0.05, 20);\n h.onPinch?.({ scale: pinchScaleNow, x: m.x, y: m.y, first: pinch.first, last: false });\n pinch.first = false;\n return;\n }\n const dx = e.clientX - start.x;\n const dy = e.clientY - start.y;\n const dt = Math.max(1, t(e) - last.t) / 1000;\n vx = (e.clientX - last.x) / dt;\n vy = (e.clientY - last.y) / dt;\n last = { x: e.clientX, y: e.clientY, t: t(e) };\n if (!panning) {\n const off = o.axis === 'x' ? Math.abs(dx) : o.axis === 'y' ? Math.abs(dy) : Math.hypot(dx, dy);\n if (off < th) return;\n clearTimeout(press);\n if (o.axis && Math.abs(o.axis === 'x' ? dy : dx) > off) { pts.delete(pid(e)); return; } // wrong axis: let the page scroll\n panning = true;\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: true, last: false, event: e });\n return;\n }\n if (e.cancelable) e.preventDefault();\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: false, last: false, event: e });\n };\n const up = (e: PointerEvent) => {\n if (!pts.has(pid(e))) return;\n pts.delete(pid(e));\n clearTimeout(press);\n if (pinch) {\n if (pts.size < 2) {\n h.onPinch?.({ scale: pinchScaleNow, ...start, first: false, last: true });\n pinch = null;\n pts.clear();\n }\n return;\n }\n const dx = e.clientX - start.x;\n const dy = e.clientY - start.y;\n if (panning) {\n panning = false;\n if (t(e) - last.t > 80) vx = vy = 0; // paused before release\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: false, last: true, event: e });\n const s = swipeDirection(dx, dy, vx, vy, { distance: o.swipeDistance, velocity: o.swipeVelocity, axis: o.axis });\n if (s) h.onSwipe?.(s);\n return;\n }\n if (pressed || e.type === 'pointercancel') return;\n const p = { x: e.clientX, y: e.clientY };\n const n = t(e);\n if (h.onDoubleTap && n - lastTap < 300) { lastTap = -1e9; h.onDoubleTap(p); return; }\n lastTap = n;\n h.onTap?.(p);\n };\n const wheel = (e: WheelEvent) => {\n if (!h.onPinch || o.wheelPinch === false || !e.ctrlKey) return;\n e.preventDefault();\n const s = Math.exp(-e.deltaY / 100);\n h.onPinch({ scale: s, x: e.clientX, y: e.clientY, first: true, last: true });\n };\n const opts: AddEventListenerOptions = { passive: false };\n el.addEventListener('pointerdown', down as EventListener);\n el.addEventListener('pointermove', move as EventListener, opts);\n el.addEventListener('pointerup', up as EventListener);\n el.addEventListener('pointercancel', up as EventListener);\n el.addEventListener('wheel', wheel as EventListener, opts);\n if (o.axis && !el.style.touchAction) el.style.touchAction = o.axis === 'x' ? 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@@ -1,4 +1,4 @@
1
- import { j as clamp } from './base-CZiIAMBc.js';
1
+ import { j as clamp } from './base-DbbRUxaa.js';
2
2
 
3
3
  /** The swipe a pointer release represents, or `null` (pure). */
4
4
  function swipeDirection(dx, dy, vx, vy, o = {}) {
@@ -178,4 +178,4 @@ function gesture(el, h, o = {}) {
178
178
  }
179
179
 
180
180
  export { gesture as g, pinchScale as p, swipeDirection as s };
181
- //# sourceMappingURL=core-COi3DrLx.js.map
181
+ //# sourceMappingURL=core-CcaSsbV8.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"core-COi3DrLx.js","sources":["../../src/components/gesture/core.ts"],"sourcesContent":["import { clamp } from '../base';\n\nexport interface PanState {\n /** Offset from the gesture start (px). */\n dx: number;\n dy: number;\n /** Velocity (px/s). */\n vx: number;\n vy: number;\n first: boolean;\n last: boolean;\n event: Event;\n}\nexport type SwipeDirection = 'left' | 'right' | 'up' | 'down';\nexport interface SwipeState { direction: SwipeDirection; velocity: number; dx: number; dy: number }\nexport interface PinchState { scale: number; /** Midpoint of the two pointers (client px). */ x: number; y: number; first: boolean; last: boolean }\nexport interface PressState { x: number; y: number }\n\nexport interface GestureHandlers {\n onPan?: (s: PanState) => void;\n onSwipe?: (s: SwipeState) => void;\n onPinch?: (s: PinchState) => void;\n onLongPress?: (s: PressState) => void;\n onTap?: (s: PressState) => void;\n onDoubleTap?: (s: PressState) => void;\n}\n\nexport interface GestureOptions {\n /** Restrict panning to an axis. */\n axis?: 'x' | 'y';\n /** Movement (px) before a pan starts (default 4). */\n threshold?: number;\n /** Minimum distance (px, default 40) and speed (px/s, default 300) for a swipe. */\n swipeDistance?: number;\n swipeVelocity?: number;\n /** Long-press delay (ms, default 500). */\n longPress?: number;\n /** Ctrl/⌘ + wheel (trackpad pinch) counts as pinch (default true). */\n wheelPinch?: boolean;\n}\n\n/** The swipe a pointer release represents, or `null` (pure). */\nexport function swipeDirection(dx: number, dy: number, vx: number, vy: number, o: { distance?: number; velocity?: number; axis?: 'x' | 'y' } = {}): SwipeState | null {\n const dist = o.distance ?? 40;\n const vel = o.velocity ?? 300;\n const horiz = o.axis === 'x' || (o.axis !== 'y' && Math.abs(dx) >= Math.abs(dy));\n const d = horiz ? dx : dy;\n const v = horiz ? vx : vy;\n if (Math.abs(d) < dist && Math.abs(v) < vel * 2) return null;\n if (Math.abs(v) < vel && Math.abs(d) < dist * 3) return null;\n const direction: SwipeDirection = horiz ? (d > 0 ? 'right' : 'left') : d > 0 ? 'down' : 'up';\n return { direction, velocity: Math.abs(v), dx, dy };\n}\n\n/** Scale between two pointer distances, clamped to [min, max] (pure). */\nexport function pinchScale(startDistance: number, distance: number, base = 1, min = 0.5, max = 4): number {\n if (!startDistance) return base;\n return clamp(base * (distance / startDistance), min, max);\n}\n\ntype P = { x: number; y: number };\nconst pid = (e: any): number => (typeof e.pointerId === 'number' ? e.pointerId : 1);\n\n/**\n * One recognizer for pan, swipe, pinch (two pointers or Ctrl + wheel),\n * long-press, tap and double-tap, with velocities ready to hand to a spring\n * (`createSpring().set(target, velocity)`). Works with mouse, touch and pen\n * through Pointer Events. Returns a cleanup function.\n *\n * @example\n * const x = createSpring({ onUpdate: (v) => (card.style.translate = `${v}px`) });\n * gesture(card, {\n * onPan: ({ dx, last, vx }) => (last ? x.set(0, vx) : x.jump(dx)),\n * onSwipe: ({ direction }) => dismiss(direction),\n * }, { axis: 'x' });\n */\nexport function gesture(el: HTMLElement, h: GestureHandlers, o: GestureOptions = {}): () => void {\n const pts = new Map<number, P>();\n let start: P = { x: 0, y: 0 };\n let last: P & { t: number } = { x: 0, y: 0, t: 0 };\n let vx = 0;\n let vy = 0;\n let panning = false;\n let pinch: { d0: number; first: boolean } | null = null;\n let pinchScaleNow = 1;\n let press: ReturnType<typeof setTimeout> | undefined;\n let pressed = false;\n let lastTap = -1e9;\n const th = o.threshold ?? 4;\n const dist = () => {\n const [a, b] = [...pts.values()];\n return Math.hypot(a.x - b.x, a.y - b.y);\n };\n const mid = () => {\n const [a, b] = [...pts.values()];\n return { x: (a.x + b.x) / 2, y: (a.y + b.y) / 2 };\n };\n const t = (e: Event) => (e.timeStamp || Date.now());\n\n const down = (e: PointerEvent) => {\n pts.set(pid(e), { x: e.clientX, y: e.clientY });\n try { el.setPointerCapture?.(pid(e)); } catch { /* jsdom / synthetic */ }\n if (pts.size === 2 && h.onPinch) {\n clearTimeout(press);\n if (panning) h.onPan?.({ dx: last.x - start.x, dy: last.y - start.y, vx: 0, vy: 0, first: false, last: true, event: e });\n panning = false;\n pinch = { d0: dist(), first: true };\n return;\n }\n if (pts.size > 1) return;\n start = { x: e.clientX, y: e.clientY };\n last = { ...start, t: t(e) };\n vx = vy = 0;\n pressed = false;\n if (h.onLongPress) press = setTimeout(() => { pressed = true; h.onLongPress?.({ x: start.x, y: start.y }); }, o.longPress ?? 500);\n };\n const move = (e: PointerEvent) => {\n if (!pts.has(pid(e))) return;\n pts.set(pid(e), { x: e.clientX, y: e.clientY });\n if (pinch && pts.size >= 2) {\n const m = mid();\n pinchScaleNow = pinchScale(pinch.d0, dist(), 1, 0.05, 20);\n h.onPinch?.({ scale: pinchScaleNow, x: m.x, y: m.y, first: pinch.first, last: false });\n pinch.first = false;\n return;\n }\n const dx = e.clientX - start.x;\n const dy = e.clientY - start.y;\n const dt = Math.max(1, t(e) - last.t) / 1000;\n vx = (e.clientX - last.x) / dt;\n vy = (e.clientY - last.y) / dt;\n last = { x: e.clientX, y: e.clientY, t: t(e) };\n if (!panning) {\n const off = o.axis === 'x' ? Math.abs(dx) : o.axis === 'y' ? Math.abs(dy) : Math.hypot(dx, dy);\n if (off < th) return;\n clearTimeout(press);\n if (o.axis && Math.abs(o.axis === 'x' ? dy : dx) > off) { pts.delete(pid(e)); return; } // wrong axis: let the page scroll\n panning = true;\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: true, last: false, event: e });\n return;\n }\n if (e.cancelable) e.preventDefault();\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: false, last: false, event: e });\n };\n const up = (e: PointerEvent) => {\n if (!pts.has(pid(e))) return;\n pts.delete(pid(e));\n clearTimeout(press);\n if (pinch) {\n if (pts.size < 2) {\n h.onPinch?.({ scale: pinchScaleNow, ...start, first: false, last: true });\n pinch = null;\n pts.clear();\n }\n return;\n }\n const dx = e.clientX - start.x;\n const dy = e.clientY - start.y;\n if (panning) {\n panning = false;\n if (t(e) - last.t > 80) vx = vy = 0; // paused before release\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: false, last: true, event: e });\n const s = swipeDirection(dx, dy, vx, vy, { distance: o.swipeDistance, velocity: o.swipeVelocity, axis: o.axis });\n if (s) h.onSwipe?.(s);\n return;\n }\n if (pressed || e.type === 'pointercancel') return;\n const p = { x: e.clientX, y: e.clientY };\n const n = t(e);\n if (h.onDoubleTap && n - lastTap < 300) { lastTap = -1e9; h.onDoubleTap(p); return; }\n lastTap = n;\n h.onTap?.(p);\n };\n const wheel = (e: WheelEvent) => {\n if (!h.onPinch || o.wheelPinch === false || !e.ctrlKey) return;\n e.preventDefault();\n const s = Math.exp(-e.deltaY / 100);\n h.onPinch({ scale: s, x: e.clientX, y: e.clientY, first: true, last: true });\n };\n const opts: AddEventListenerOptions = { passive: false };\n el.addEventListener('pointerdown', down as EventListener);\n el.addEventListener('pointermove', move as EventListener, opts);\n el.addEventListener('pointerup', up as EventListener);\n el.addEventListener('pointercancel', up as EventListener);\n el.addEventListener('wheel', wheel as EventListener, opts);\n if (o.axis && !el.style.touchAction) el.style.touchAction = o.axis === 'x' ? 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+ {"version":3,"file":"core-CcaSsbV8.js","sources":["../../src/components/gesture/core.ts"],"sourcesContent":["import { clamp } from '../base';\n\nexport interface PanState {\n /** Offset from the gesture start (px). */\n dx: number;\n dy: number;\n /** Velocity (px/s). */\n vx: number;\n vy: number;\n first: boolean;\n last: boolean;\n event: Event;\n}\nexport type SwipeDirection = 'left' | 'right' | 'up' | 'down';\nexport interface SwipeState { direction: SwipeDirection; velocity: number; dx: number; dy: number }\nexport interface PinchState { scale: number; /** Midpoint of the two pointers (client px). */ x: number; y: number; first: boolean; last: boolean }\nexport interface PressState { x: number; y: number }\n\nexport interface GestureHandlers {\n onPan?: (s: PanState) => void;\n onSwipe?: (s: SwipeState) => void;\n onPinch?: (s: PinchState) => void;\n onLongPress?: (s: PressState) => void;\n onTap?: (s: PressState) => void;\n onDoubleTap?: (s: PressState) => void;\n}\n\nexport interface GestureOptions {\n /** Restrict panning to an axis. */\n axis?: 'x' | 'y';\n /** Movement (px) before a pan starts (default 4). */\n threshold?: number;\n /** Minimum distance (px, default 40) and speed (px/s, default 300) for a swipe. */\n swipeDistance?: number;\n swipeVelocity?: number;\n /** Long-press delay (ms, default 500). */\n longPress?: number;\n /** Ctrl/⌘ + wheel (trackpad pinch) counts as pinch (default true). */\n wheelPinch?: boolean;\n}\n\n/** The swipe a pointer release represents, or `null` (pure). */\nexport function swipeDirection(dx: number, dy: number, vx: number, vy: number, o: { distance?: number; velocity?: number; axis?: 'x' | 'y' } = {}): SwipeState | null {\n const dist = o.distance ?? 40;\n const vel = o.velocity ?? 300;\n const horiz = o.axis === 'x' || (o.axis !== 'y' && Math.abs(dx) >= Math.abs(dy));\n const d = horiz ? dx : dy;\n const v = horiz ? vx : vy;\n if (Math.abs(d) < dist && Math.abs(v) < vel * 2) return null;\n if (Math.abs(v) < vel && Math.abs(d) < dist * 3) return null;\n const direction: SwipeDirection = horiz ? (d > 0 ? 'right' : 'left') : d > 0 ? 'down' : 'up';\n return { direction, velocity: Math.abs(v), dx, dy };\n}\n\n/** Scale between two pointer distances, clamped to [min, max] (pure). */\nexport function pinchScale(startDistance: number, distance: number, base = 1, min = 0.5, max = 4): number {\n if (!startDistance) return base;\n return clamp(base * (distance / startDistance), min, max);\n}\n\ntype P = { x: number; y: number };\nconst pid = (e: any): number => (typeof e.pointerId === 'number' ? e.pointerId : 1);\n\n/**\n * One recognizer for pan, swipe, pinch (two pointers or Ctrl + wheel),\n * long-press, tap and double-tap, with velocities ready to hand to a spring\n * (`createSpring().set(target, velocity)`). Works with mouse, touch and pen\n * through Pointer Events. Returns a cleanup function.\n *\n * @example\n * const x = createSpring({ onUpdate: (v) => (card.style.translate = `${v}px`) });\n * gesture(card, {\n * onPan: ({ dx, last, vx }) => (last ? x.set(0, vx) : x.jump(dx)),\n * onSwipe: ({ direction }) => dismiss(direction),\n * }, { axis: 'x' });\n */\nexport function gesture(el: HTMLElement, h: GestureHandlers, o: GestureOptions = {}): () => void {\n const pts = new Map<number, P>();\n let start: P = { x: 0, y: 0 };\n let last: P & { t: number } = { x: 0, y: 0, t: 0 };\n let vx = 0;\n let vy = 0;\n let panning = false;\n let pinch: { d0: number; first: boolean } | null = null;\n let pinchScaleNow = 1;\n let press: ReturnType<typeof setTimeout> | undefined;\n let pressed = false;\n let lastTap = -1e9;\n const th = o.threshold ?? 4;\n const dist = () => {\n const [a, b] = [...pts.values()];\n return Math.hypot(a.x - b.x, a.y - b.y);\n };\n const mid = () => {\n const [a, b] = [...pts.values()];\n return { x: (a.x + b.x) / 2, y: (a.y + b.y) / 2 };\n };\n const t = (e: Event) => (e.timeStamp || Date.now());\n\n const down = (e: PointerEvent) => {\n pts.set(pid(e), { x: e.clientX, y: e.clientY });\n try { el.setPointerCapture?.(pid(e)); } catch { /* jsdom / synthetic */ }\n if (pts.size === 2 && h.onPinch) {\n clearTimeout(press);\n if (panning) h.onPan?.({ dx: last.x - start.x, dy: last.y - start.y, vx: 0, vy: 0, first: false, last: true, event: e });\n panning = false;\n pinch = { d0: dist(), first: true };\n return;\n }\n if (pts.size > 1) return;\n start = { x: e.clientX, y: e.clientY };\n last = { ...start, t: t(e) };\n vx = vy = 0;\n pressed = false;\n if (h.onLongPress) press = setTimeout(() => { pressed = true; h.onLongPress?.({ x: start.x, y: start.y }); }, o.longPress ?? 500);\n };\n const move = (e: PointerEvent) => {\n if (!pts.has(pid(e))) return;\n pts.set(pid(e), { x: e.clientX, y: e.clientY });\n if (pinch && pts.size >= 2) {\n const m = mid();\n pinchScaleNow = pinchScale(pinch.d0, dist(), 1, 0.05, 20);\n h.onPinch?.({ scale: pinchScaleNow, x: m.x, y: m.y, first: pinch.first, last: false });\n pinch.first = false;\n return;\n }\n const dx = e.clientX - start.x;\n const dy = e.clientY - start.y;\n const dt = Math.max(1, t(e) - last.t) / 1000;\n vx = (e.clientX - last.x) / dt;\n vy = (e.clientY - last.y) / dt;\n last = { x: e.clientX, y: e.clientY, t: t(e) };\n if (!panning) {\n const off = o.axis === 'x' ? Math.abs(dx) : o.axis === 'y' ? Math.abs(dy) : Math.hypot(dx, dy);\n if (off < th) return;\n clearTimeout(press);\n if (o.axis && Math.abs(o.axis === 'x' ? dy : dx) > off) { pts.delete(pid(e)); return; } // wrong axis: let the page scroll\n panning = true;\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: true, last: false, event: e });\n return;\n }\n if (e.cancelable) e.preventDefault();\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: false, last: false, event: e });\n };\n const up = (e: PointerEvent) => {\n if (!pts.has(pid(e))) return;\n pts.delete(pid(e));\n clearTimeout(press);\n if (pinch) {\n if (pts.size < 2) {\n h.onPinch?.({ scale: pinchScaleNow, ...start, first: false, last: true });\n pinch = null;\n pts.clear();\n }\n return;\n }\n const dx = e.clientX - start.x;\n const dy = e.clientY - start.y;\n if (panning) {\n panning = false;\n if (t(e) - last.t > 80) vx = vy = 0; // paused before release\n h.onPan?.({ dx: o.axis === 'y' ? 0 : dx, dy: o.axis === 'x' ? 0 : dy, vx, vy, first: false, last: true, event: e });\n const s = swipeDirection(dx, dy, vx, vy, { distance: o.swipeDistance, velocity: o.swipeVelocity, axis: o.axis });\n if (s) h.onSwipe?.(s);\n return;\n }\n if (pressed || e.type === 'pointercancel') return;\n const p = { x: e.clientX, y: e.clientY };\n const n = t(e);\n if (h.onDoubleTap && n - lastTap < 300) { lastTap = -1e9; h.onDoubleTap(p); return; }\n lastTap = n;\n h.onTap?.(p);\n };\n const wheel = (e: WheelEvent) => {\n if (!h.onPinch || o.wheelPinch === false || !e.ctrlKey) return;\n e.preventDefault();\n const s = Math.exp(-e.deltaY / 100);\n h.onPinch({ scale: s, x: e.clientX, y: e.clientY, first: true, last: true });\n };\n const opts: AddEventListenerOptions = { passive: false };\n el.addEventListener('pointerdown', down as EventListener);\n el.addEventListener('pointermove', move as EventListener, opts);\n el.addEventListener('pointerup', up as EventListener);\n el.addEventListener('pointercancel', up as EventListener);\n el.addEventListener('wheel', wheel as EventListener, opts);\n if (o.axis && !el.style.touchAction) el.style.touchAction = o.axis === 'x' ? 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@@ -1,4 +1,4 @@
1
- import { p as prefersReducedMotion, l as applyFrame, m as motionScale, E as EASE_SPRING, n as now, r as raf, k as caf } from './base-CZiIAMBc.js';
1
+ import { p as prefersReducedMotion, l as applyFrame, m as motionScale, E as EASE_SPRING, n as now, r as raf, k as caf } from './base-DbbRUxaa.js';
2
2
 
3
3
  const SPRING_PRESETS = {
4
4
  default: { stiffness: 170, damping: 26, mass: 1 },
@@ -216,4 +216,4 @@ function rubberBand(distance, dimension, constant = 0.55) {
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  }
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  export { SPRING_PRESETS as S, rubberBand as a, spring as b, createSpring as c, springEasing as d, springSamples as e, stepSpring as f, supportsLinearEasing as g, linearEasing as l, projectInertia as p, resolveSpring as r, snapTo as s };
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- //# sourceMappingURL=spring-BS5tg6aK.js.map
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+ //# sourceMappingURL=spring-B6w7mVCU.js.map
@@ -1 +1 @@
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- {"version":3,"file":"spring-BS5tg6aK.js","sources":["../../src/components/physics/spring.ts"],"sourcesContent":["import { prefersReducedMotion, motionScale, raf, caf, now, applyFrame, EASE_SPRING } from '../base';\n\n/**\n * Spring physics core (v2.3). A damped harmonic oscillator integrated in\n * 1 ms steps: `stiffness` (k, N/m), `damping` (c) and `mass` (m). Used by\n * the `<usa-spring>`, `<usa-draggable>` and `<usa-overscroll>` elements and\n * exported for your own animations:\n *\n * - `springEasing()` turns a spring into a CSS `linear()` easing + duration\n * for WAAPI / CSS (falls back to a cubic-bezier overshoot where `linear()`\n * is unsupported);\n * - `spring(el, keyframes, cfg)` animates with it;\n * - `createSpring()` is an interruptible, velocity-preserving value for\n * gestures (drag, inertia, snap).\n */\nexport interface SpringConfig {\n /** Spring stiffness (default 170). Higher = faster, snappier. */\n stiffness?: number;\n /** Damping / friction (default 26). Lower = more bounces. */\n damping?: number;\n /** Mass (default 1). Higher = slower, heavier. */\n mass?: number;\n /** Initial velocity in progress units per second (default 0). */\n velocity?: number;\n /** Rest threshold (default 0.001). */\n precision?: number;\n}\n\nexport type SpringPreset = 'default' | 'gentle' | 'wobbly' | 'stiff' | 'bouncy' | 'slow' | 'molasses';\n\nexport const SPRING_PRESETS: Record<SpringPreset, Required<Pick<SpringConfig, 'stiffness' | 'damping' | 'mass'>>> = {\n default: { stiffness: 170, damping: 26, mass: 1 },\n gentle: { stiffness: 120, damping: 14, mass: 1 },\n wobbly: { stiffness: 180, damping: 12, mass: 1 },\n stiff: { stiffness: 210, damping: 20, mass: 1 },\n bouncy: { stiffness: 300, damping: 10, mass: 1 },\n slow: { stiffness: 280, damping: 60, mass: 1 },\n molasses: { stiffness: 280, damping: 120, mass: 1 },\n};\n\nexport type SpringInput = SpringPreset | SpringConfig | string | undefined;\n\n/** Resolve a preset name or a partial config to a full config. */\nexport function resolveSpring(input?: SpringInput): Required<SpringConfig> {\n const base = typeof input === 'string' ? SPRING_PRESETS[input as SpringPreset] || SPRING_PRESETS.default : { ...SPRING_PRESETS.default, ...(input || {}) };\n const pos = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) && v > 0 ? v : d);\n const o = (typeof input === 'object' && input) || {};\n return {\n stiffness: pos(base.stiffness, 170),\n damping: Math.max(0, Number.isFinite(base.damping) ? base.damping : 26),\n mass: pos(base.mass, 1),\n velocity: Number.isFinite(o.velocity) ? (o.velocity as number) : 0,\n precision: pos(o.precision, 0.001),\n };\n}\n\n/** One integration step (semi-implicit Euler) towards `to`. Returns [x, v]. */\nexport function stepSpring(cfg: Required<SpringConfig>, x: number, v: number, to: number, dt: number): [number, number] {\n const a = (-cfg.stiffness * (x - to) - cfg.damping * v) / cfg.mass;\n const nv = v + a * dt;\n return [x + nv * dt, nv];\n}\n\nconst cache = new Map<string, { values: number[]; duration: number }>();\n\n/**\n * Sample the spring from 0 to 1 at `fps` (default 60). `values` may exceed 1\n * (overshoot); `duration` is the time to rest, in ms (max 10 s).\n */\nexport function springSamples(input?: SpringInput, fps = 60): { values: number[]; duration: number } {\n const cfg = resolveSpring(input);\n const key = `${cfg.stiffness}|${cfg.damping}|${cfg.mass}|${cfg.velocity}|${cfg.precision}|${fps}`;\n const hit = cache.get(key);\n if (hit) return hit;\n const values = [0];\n let x = 0;\n let v = cfg.velocity;\n const frame = 1000 / fps;\n let t = 0;\n let next = frame;\n while (t < 10000) {\n [x, v] = stepSpring(cfg, x, v, 1, 0.001);\n t += 1;\n if (t >= next) {\n values.push(x);\n next += frame;\n if (Math.abs(1 - x) < cfg.precision && Math.abs(v) < cfg.precision * 10) break;\n }\n }\n values[values.length - 1] = 1;\n const out = { values, duration: Math.round(t) };\n if (cache.size > 64) cache.clear();\n cache.set(key, out);\n return out;\n}\n\n/** `true` when CSS `linear()` easing is supported. */\nexport function supportsLinearEasing(): boolean {\n return typeof CSS !== 'undefined' && typeof CSS.supports === 'function' && CSS.supports('animation-timing-function', 'linear(0, 1)');\n}\n\n/**\n * The spring as `{ easing, duration }` for `el.animate()` / CSS. `easing` is\n * a `linear(…)` function with at most `points` stops (default 48), or a\n * cubic-bezier overshoot where `linear()` is unsupported.\n */\nexport function springEasing(input?: SpringInput, points = 48): { easing: string; duration: number } {\n const { values, duration } = springSamples(input);\n if (!supportsLinearEasing()) return { easing: EASE_SPRING, duration: Math.min(duration, 1200) };\n return { easing: linearEasing(values, points), duration };\n}\n\n/** Build a CSS `linear()` easing from samples (down-sampled to `points`). */\nexport function linearEasing(values: number[], points = 48): string {\n const n = values.length;\n const step = Math.max(1, Math.ceil((n - 1) / Math.max(2, points - 1)));\n const out: string[] = [];\n for (let i = 0; i < n - 1; i += step) out.push(String(Math.round(values[i] * 1000) / 1000));\n out.push('1');\n return `linear(${out.join(', ')})`;\n}\n\n/**\n * Animate `el` between keyframes with spring timing (WAAPI). Under reduced\n * motion the final frame is applied immediately. Returns the Animation (or\n * `null` without WAAPI / under reduced motion).\n */\nexport function spring(el: Element, keyframes: Keyframe[], input?: SpringInput, options: KeyframeAnimationOptions = {}): Animation | null {\n const target = el as HTMLElement;\n if (prefersReducedMotion() || typeof target.animate !== 'function') {\n applyFrame(target, keyframes[keyframes.length - 1]);\n return null;\n }\n const { easing, duration } = springEasing(input);\n return target.animate(keyframes, { duration: duration * motionScale(), easing, fill: 'both', ...options });\n}\n\n/* ------------------------------------------------------------------ */\n/* Interactive springs */\n/* ------------------------------------------------------------------ */\n\nexport interface SpringValueOptions {\n /** Start value (default 0). */\n value?: number;\n /** Spring config or preset (default `'default'`). */\n spring?: SpringInput;\n /** Called with the value every frame (and on `jump()`). */\n onUpdate?: (value: number, velocity: number) => void;\n /** Called when the value comes to rest at its target. */\n onRest?: (value: number) => void;\n}\n\nexport interface SpringValue {\n readonly value: number;\n /** Units per second. */\n readonly velocity: number;\n readonly target: number;\n readonly animating: boolean;\n /** Animate to `target`, optionally with a new initial velocity (units/s). */\n set(target: number, velocity?: number): void;\n /** Jump to `value` with no animation. */\n jump(value: number): void;\n /** Stop where it is. */\n stop(): void;\n /** Change the spring config. */\n configure(spring: SpringInput): void;\n}\n\n/**\n * An interruptible spring-animated number: call `set()` as often as you like,\n * the motion keeps its velocity (like iOS / Framer springs). Reduced motion\n * jumps straight to the target.\n */\nexport function createSpring(opts: SpringValueOptions = {}): SpringValue {\n let cfg = resolveSpring(opts.spring);\n let x = opts.value ?? 0;\n let v = 0;\n let to = x;\n let id = 0;\n let last = 0;\n let running = false;\n const stop = () => {\n if (running) caf(id);\n running = false;\n };\n const loop = () => {\n const t = now();\n let dt = Math.min(64, Math.max(1, t - last));\n last = t;\n while (dt > 0) {\n const s = Math.min(dt, 4);\n [x, v] = stepSpring(cfg, x, v, to, s / 1000);\n dt -= s;\n }\n const scale = Math.max(1, Math.abs(to) * 0.0005);\n if (Math.abs(to - x) < cfg.precision * scale * 10 && Math.abs(v) < cfg.precision * scale * 100) {\n x = to;\n v = 0;\n running = false;\n opts.onUpdate?.(x, 0);\n opts.onRest?.(x);\n return;\n }\n opts.onUpdate?.(x, v);\n id = raf(loop);\n };\n const api: SpringValue = {\n get value() {\n return x;\n },\n get velocity() {\n return v;\n },\n get target() {\n return to;\n },\n get animating() {\n return running;\n },\n set(target, velocity) {\n to = target;\n if (velocity !== undefined && Number.isFinite(velocity)) v = velocity;\n if (prefersReducedMotion()) {\n api.jump(target);\n opts.onRest?.(target);\n return;\n }\n if (!running) {\n running = true;\n last = now();\n id = raf(loop);\n }\n },\n jump(value) {\n stop();\n x = to = value;\n v = 0;\n opts.onUpdate?.(x, 0);\n },\n stop() {\n stop();\n v = 0;\n to = x;\n },\n configure(input) {\n cfg = resolveSpring(input);\n },\n };\n return api;\n}\n\n/* ------------------------------------------------------------------ */\n/* Inertia + snapping */\n/* ------------------------------------------------------------------ */\n\n/**\n * Where a flick at `velocity` (units/s) comes to rest with exponential\n * decay: `value + velocity · timeConstant` (default 0.325 s, iOS-like).\n */\nexport function projectInertia(value: number, velocity: number, timeConstant = 0.325): number {\n return value + velocity * 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+ {"version":3,"file":"spring-B6w7mVCU.js","sources":["../../src/components/physics/spring.ts"],"sourcesContent":["import { prefersReducedMotion, motionScale, raf, caf, now, applyFrame, EASE_SPRING } from '../base';\n\n/**\n * Spring physics core (v2.3). A damped harmonic oscillator integrated in\n * 1 ms steps: `stiffness` (k, N/m), `damping` (c) and `mass` (m). Used by\n * the `<usa-spring>`, `<usa-draggable>` and `<usa-overscroll>` elements and\n * exported for your own animations:\n *\n * - `springEasing()` turns a spring into a CSS `linear()` easing + duration\n * for WAAPI / CSS (falls back to a cubic-bezier overshoot where `linear()`\n * is unsupported);\n * - `spring(el, keyframes, cfg)` animates with it;\n * - `createSpring()` is an interruptible, velocity-preserving value for\n * gestures (drag, inertia, snap).\n */\nexport interface SpringConfig {\n /** Spring stiffness (default 170). Higher = faster, snappier. */\n stiffness?: number;\n /** Damping / friction (default 26). Lower = more bounces. */\n damping?: number;\n /** Mass (default 1). Higher = slower, heavier. */\n mass?: number;\n /** Initial velocity in progress units per second (default 0). */\n velocity?: number;\n /** Rest threshold (default 0.001). */\n precision?: number;\n}\n\nexport type SpringPreset = 'default' | 'gentle' | 'wobbly' | 'stiff' | 'bouncy' | 'slow' | 'molasses';\n\nexport const SPRING_PRESETS: Record<SpringPreset, Required<Pick<SpringConfig, 'stiffness' | 'damping' | 'mass'>>> = {\n default: { stiffness: 170, damping: 26, mass: 1 },\n gentle: { stiffness: 120, damping: 14, mass: 1 },\n wobbly: { stiffness: 180, damping: 12, mass: 1 },\n stiff: { stiffness: 210, damping: 20, mass: 1 },\n bouncy: { stiffness: 300, damping: 10, mass: 1 },\n slow: { stiffness: 280, damping: 60, mass: 1 },\n molasses: { stiffness: 280, damping: 120, mass: 1 },\n};\n\nexport type SpringInput = SpringPreset | SpringConfig | string | undefined;\n\n/** Resolve a preset name or a partial config to a full config. */\nexport function resolveSpring(input?: SpringInput): Required<SpringConfig> {\n const base = typeof input === 'string' ? SPRING_PRESETS[input as SpringPreset] || SPRING_PRESETS.default : { ...SPRING_PRESETS.default, ...(input || {}) };\n const pos = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) && v > 0 ? v : d);\n const o = (typeof input === 'object' && input) || {};\n return {\n stiffness: pos(base.stiffness, 170),\n damping: Math.max(0, Number.isFinite(base.damping) ? base.damping : 26),\n mass: pos(base.mass, 1),\n velocity: Number.isFinite(o.velocity) ? (o.velocity as number) : 0,\n precision: pos(o.precision, 0.001),\n };\n}\n\n/** One integration step (semi-implicit Euler) towards `to`. Returns [x, v]. */\nexport function stepSpring(cfg: Required<SpringConfig>, x: number, v: number, to: number, dt: number): [number, number] {\n const a = (-cfg.stiffness * (x - to) - cfg.damping * v) / cfg.mass;\n const nv = v + a * dt;\n return [x + nv * dt, nv];\n}\n\nconst cache = new Map<string, { values: number[]; duration: number }>();\n\n/**\n * Sample the spring from 0 to 1 at `fps` (default 60). `values` may exceed 1\n * (overshoot); `duration` is the time to rest, in ms (max 10 s).\n */\nexport function springSamples(input?: SpringInput, fps = 60): { values: number[]; duration: number } {\n const cfg = resolveSpring(input);\n const key = `${cfg.stiffness}|${cfg.damping}|${cfg.mass}|${cfg.velocity}|${cfg.precision}|${fps}`;\n const hit = cache.get(key);\n if (hit) return hit;\n const values = [0];\n let x = 0;\n let v = cfg.velocity;\n const frame = 1000 / fps;\n let t = 0;\n let next = frame;\n while (t < 10000) {\n [x, v] = stepSpring(cfg, x, v, 1, 0.001);\n t += 1;\n if (t >= next) {\n values.push(x);\n next += frame;\n if (Math.abs(1 - x) < cfg.precision && Math.abs(v) < cfg.precision * 10) break;\n }\n }\n values[values.length - 1] = 1;\n const out = { values, duration: Math.round(t) };\n if (cache.size > 64) cache.clear();\n cache.set(key, out);\n return out;\n}\n\n/** `true` when CSS `linear()` easing is supported. */\nexport function supportsLinearEasing(): boolean {\n return typeof CSS !== 'undefined' && typeof CSS.supports === 'function' && CSS.supports('animation-timing-function', 'linear(0, 1)');\n}\n\n/**\n * The spring as `{ easing, duration }` for `el.animate()` / CSS. `easing` is\n * a `linear(…)` function with at most `points` stops (default 48), or a\n * cubic-bezier overshoot where `linear()` is unsupported.\n */\nexport function springEasing(input?: SpringInput, points = 48): { easing: string; duration: number } {\n const { values, duration } = springSamples(input);\n if (!supportsLinearEasing()) return { easing: EASE_SPRING, duration: Math.min(duration, 1200) };\n return { easing: linearEasing(values, points), duration };\n}\n\n/** Build a CSS `linear()` easing from samples (down-sampled to `points`). */\nexport function linearEasing(values: number[], points = 48): string {\n const n = values.length;\n const step = Math.max(1, Math.ceil((n - 1) / Math.max(2, points - 1)));\n const out: string[] = [];\n for (let i = 0; i < n - 1; i += step) out.push(String(Math.round(values[i] * 1000) / 1000));\n out.push('1');\n return `linear(${out.join(', ')})`;\n}\n\n/**\n * Animate `el` between keyframes with spring timing (WAAPI). Under reduced\n * motion the final frame is applied immediately. Returns the Animation (or\n * `null` without WAAPI / under reduced motion).\n */\nexport function spring(el: Element, keyframes: Keyframe[], input?: SpringInput, options: KeyframeAnimationOptions = {}): Animation | null {\n const target = el as HTMLElement;\n if (prefersReducedMotion() || typeof target.animate !== 'function') {\n applyFrame(target, keyframes[keyframes.length - 1]);\n return null;\n }\n const { easing, duration } = springEasing(input);\n return target.animate(keyframes, { duration: duration * motionScale(), easing, fill: 'both', ...options });\n}\n\n/* ------------------------------------------------------------------ */\n/* Interactive springs */\n/* ------------------------------------------------------------------ */\n\nexport interface SpringValueOptions {\n /** Start value (default 0). */\n value?: number;\n /** Spring config or preset (default `'default'`). */\n spring?: SpringInput;\n /** Called with the value every frame (and on `jump()`). */\n onUpdate?: (value: number, velocity: number) => void;\n /** Called when the value comes to rest at its target. */\n onRest?: (value: number) => void;\n}\n\nexport interface SpringValue {\n readonly value: number;\n /** Units per second. */\n readonly velocity: number;\n readonly target: number;\n readonly animating: boolean;\n /** Animate to `target`, optionally with a new initial velocity (units/s). */\n set(target: number, velocity?: number): void;\n /** Jump to `value` with no animation. */\n jump(value: number): void;\n /** Stop where it is. */\n stop(): void;\n /** Change the spring config. */\n configure(spring: SpringInput): void;\n}\n\n/**\n * An interruptible spring-animated number: call `set()` as often as you like,\n * the motion keeps its velocity (like iOS / Framer springs). 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@@ -1,6 +1,6 @@
1
1
  'use strict';
2
2
 
3
- var base = require('./base-CxYU2NK_.cjs');
3
+ var base = require('./base-BvpQ4Ggj.cjs');
4
4
 
5
5
  const SPRING_PRESETS = {
6
6
  default: { stiffness: 170, damping: 26, mass: 1 },
@@ -229,4 +229,4 @@ exports.springEasing = springEasing;
229
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  exports.springSamples = springSamples;
230
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  exports.stepSpring = stepSpring;
231
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  exports.supportsLinearEasing = supportsLinearEasing;
232
- //# sourceMappingURL=spring-Dkpygsuj.cjs.map
232
+ //# sourceMappingURL=spring-fFkqE9J0.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"spring-Dkpygsuj.cjs","sources":["../../src/components/physics/spring.ts"],"sourcesContent":["import { prefersReducedMotion, motionScale, raf, caf, now, applyFrame, EASE_SPRING } from '../base';\n\n/**\n * Spring physics core (v2.3). A damped harmonic oscillator integrated in\n * 1 ms steps: `stiffness` (k, N/m), `damping` (c) and `mass` (m). Used by\n * the `<usa-spring>`, `<usa-draggable>` and `<usa-overscroll>` elements and\n * exported for your own animations:\n *\n * - `springEasing()` turns a spring into a CSS `linear()` easing + duration\n * for WAAPI / CSS (falls back to a cubic-bezier overshoot where `linear()`\n * is unsupported);\n * - `spring(el, keyframes, cfg)` animates with it;\n * - `createSpring()` is an interruptible, velocity-preserving value for\n * gestures (drag, inertia, snap).\n */\nexport interface SpringConfig {\n /** Spring stiffness (default 170). Higher = faster, snappier. */\n stiffness?: number;\n /** Damping / friction (default 26). Lower = more bounces. */\n damping?: number;\n /** Mass (default 1). Higher = slower, heavier. */\n mass?: number;\n /** Initial velocity in progress units per second (default 0). */\n velocity?: number;\n /** Rest threshold (default 0.001). */\n precision?: number;\n}\n\nexport type SpringPreset = 'default' | 'gentle' | 'wobbly' | 'stiff' | 'bouncy' | 'slow' | 'molasses';\n\nexport const SPRING_PRESETS: Record<SpringPreset, Required<Pick<SpringConfig, 'stiffness' | 'damping' | 'mass'>>> = {\n default: { stiffness: 170, damping: 26, mass: 1 },\n gentle: { stiffness: 120, damping: 14, mass: 1 },\n wobbly: { stiffness: 180, damping: 12, mass: 1 },\n stiff: { stiffness: 210, damping: 20, mass: 1 },\n bouncy: { stiffness: 300, damping: 10, mass: 1 },\n slow: { stiffness: 280, damping: 60, mass: 1 },\n molasses: { stiffness: 280, damping: 120, mass: 1 },\n};\n\nexport type SpringInput = SpringPreset | SpringConfig | string | undefined;\n\n/** Resolve a preset name or a partial config to a full config. */\nexport function resolveSpring(input?: SpringInput): Required<SpringConfig> {\n const base = typeof input === 'string' ? SPRING_PRESETS[input as SpringPreset] || SPRING_PRESETS.default : { ...SPRING_PRESETS.default, ...(input || {}) };\n const pos = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) && v > 0 ? v : d);\n const o = (typeof input === 'object' && input) || {};\n return {\n stiffness: pos(base.stiffness, 170),\n damping: Math.max(0, Number.isFinite(base.damping) ? base.damping : 26),\n mass: pos(base.mass, 1),\n velocity: Number.isFinite(o.velocity) ? (o.velocity as number) : 0,\n precision: pos(o.precision, 0.001),\n };\n}\n\n/** One integration step (semi-implicit Euler) towards `to`. Returns [x, v]. */\nexport function stepSpring(cfg: Required<SpringConfig>, x: number, v: number, to: number, dt: number): [number, number] {\n const a = (-cfg.stiffness * (x - to) - cfg.damping * v) / cfg.mass;\n const nv = v + a * dt;\n return [x + nv * dt, nv];\n}\n\nconst cache = new Map<string, { values: number[]; duration: number }>();\n\n/**\n * Sample the spring from 0 to 1 at `fps` (default 60). `values` may exceed 1\n * (overshoot); `duration` is the time to rest, in ms (max 10 s).\n */\nexport function springSamples(input?: SpringInput, fps = 60): { values: number[]; duration: number } {\n const cfg = resolveSpring(input);\n const key = `${cfg.stiffness}|${cfg.damping}|${cfg.mass}|${cfg.velocity}|${cfg.precision}|${fps}`;\n const hit = cache.get(key);\n if (hit) return hit;\n const values = [0];\n let x = 0;\n let v = cfg.velocity;\n const frame = 1000 / fps;\n let t = 0;\n let next = frame;\n while (t < 10000) {\n [x, v] = stepSpring(cfg, x, v, 1, 0.001);\n t += 1;\n if (t >= next) {\n values.push(x);\n next += frame;\n if (Math.abs(1 - x) < cfg.precision && Math.abs(v) < cfg.precision * 10) break;\n }\n }\n values[values.length - 1] = 1;\n const out = { values, duration: Math.round(t) };\n if (cache.size > 64) cache.clear();\n cache.set(key, out);\n return out;\n}\n\n/** `true` when CSS `linear()` easing is supported. */\nexport function supportsLinearEasing(): boolean {\n return typeof CSS !== 'undefined' && typeof CSS.supports === 'function' && CSS.supports('animation-timing-function', 'linear(0, 1)');\n}\n\n/**\n * The spring as `{ easing, duration }` for `el.animate()` / CSS. `easing` is\n * a `linear(…)` function with at most `points` stops (default 48), or a\n * cubic-bezier overshoot where `linear()` is unsupported.\n */\nexport function springEasing(input?: SpringInput, points = 48): { easing: string; duration: number } {\n const { values, duration } = springSamples(input);\n if (!supportsLinearEasing()) return { easing: EASE_SPRING, duration: Math.min(duration, 1200) };\n return { easing: linearEasing(values, points), duration };\n}\n\n/** Build a CSS `linear()` easing from samples (down-sampled to `points`). */\nexport function linearEasing(values: number[], points = 48): string {\n const n = values.length;\n const step = Math.max(1, Math.ceil((n - 1) / Math.max(2, points - 1)));\n const out: string[] = [];\n for (let i = 0; i < n - 1; i += step) out.push(String(Math.round(values[i] * 1000) / 1000));\n out.push('1');\n return `linear(${out.join(', ')})`;\n}\n\n/**\n * Animate `el` between keyframes with spring timing (WAAPI). Under reduced\n * motion the final frame is applied immediately. Returns the Animation (or\n * `null` without WAAPI / under reduced motion).\n */\nexport function spring(el: Element, keyframes: Keyframe[], input?: SpringInput, options: KeyframeAnimationOptions = {}): Animation | null {\n const target = el as HTMLElement;\n if (prefersReducedMotion() || typeof target.animate !== 'function') {\n applyFrame(target, keyframes[keyframes.length - 1]);\n return null;\n }\n const { easing, duration } = springEasing(input);\n return target.animate(keyframes, { duration: duration * motionScale(), easing, fill: 'both', ...options });\n}\n\n/* ------------------------------------------------------------------ */\n/* Interactive springs */\n/* ------------------------------------------------------------------ */\n\nexport interface SpringValueOptions {\n /** Start value (default 0). */\n value?: number;\n /** Spring config or preset (default `'default'`). */\n spring?: SpringInput;\n /** Called with the value every frame (and on `jump()`). */\n onUpdate?: (value: number, velocity: number) => void;\n /** Called when the value comes to rest at its target. */\n onRest?: (value: number) => void;\n}\n\nexport interface SpringValue {\n readonly value: number;\n /** Units per second. */\n readonly velocity: number;\n readonly target: number;\n readonly animating: boolean;\n /** Animate to `target`, optionally with a new initial velocity (units/s). */\n set(target: number, velocity?: number): void;\n /** Jump to `value` with no animation. */\n jump(value: number): void;\n /** Stop where it is. */\n stop(): void;\n /** Change the spring config. */\n configure(spring: SpringInput): void;\n}\n\n/**\n * An interruptible spring-animated number: call `set()` as often as you like,\n * the motion keeps its velocity (like iOS / Framer springs). Reduced motion\n * jumps straight to the target.\n */\nexport function createSpring(opts: SpringValueOptions = {}): SpringValue {\n let cfg = resolveSpring(opts.spring);\n let x = opts.value ?? 0;\n let v = 0;\n let to = x;\n let id = 0;\n let last = 0;\n let running = false;\n const stop = () => {\n if (running) caf(id);\n running = false;\n };\n const loop = () => {\n const t = now();\n let dt = Math.min(64, Math.max(1, t - last));\n last = t;\n while (dt > 0) {\n const s = Math.min(dt, 4);\n [x, v] = stepSpring(cfg, x, v, to, s / 1000);\n dt -= s;\n }\n const scale = Math.max(1, Math.abs(to) * 0.0005);\n if (Math.abs(to - x) < cfg.precision * scale * 10 && Math.abs(v) < cfg.precision * scale * 100) {\n x = to;\n v = 0;\n running = false;\n opts.onUpdate?.(x, 0);\n opts.onRest?.(x);\n return;\n }\n opts.onUpdate?.(x, v);\n id = raf(loop);\n };\n const api: SpringValue = {\n get value() {\n return x;\n },\n get velocity() {\n return v;\n },\n get target() {\n return to;\n },\n get animating() {\n return running;\n },\n set(target, velocity) {\n to = target;\n if (velocity !== undefined && Number.isFinite(velocity)) v = velocity;\n if (prefersReducedMotion()) {\n api.jump(target);\n opts.onRest?.(target);\n return;\n }\n if (!running) {\n running = true;\n last = now();\n id = raf(loop);\n }\n },\n jump(value) {\n stop();\n x = to = value;\n v = 0;\n opts.onUpdate?.(x, 0);\n },\n stop() {\n stop();\n v = 0;\n to = x;\n },\n configure(input) {\n cfg = resolveSpring(input);\n },\n };\n return api;\n}\n\n/* ------------------------------------------------------------------ */\n/* Inertia + snapping */\n/* ------------------------------------------------------------------ */\n\n/**\n * Where a flick at `velocity` (units/s) comes to rest with exponential\n * decay: `value + velocity · timeConstant` (default 0.325 s, iOS-like).\n */\nexport function projectInertia(value: number, velocity: number, timeConstant = 0.325): number {\n return value + velocity * 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+ {"version":3,"file":"spring-fFkqE9J0.cjs","sources":["../../src/components/physics/spring.ts"],"sourcesContent":["import { prefersReducedMotion, motionScale, raf, caf, now, applyFrame, EASE_SPRING } from '../base';\n\n/**\n * Spring physics core (v2.3). A damped harmonic oscillator integrated in\n * 1 ms steps: `stiffness` (k, N/m), `damping` (c) and `mass` (m). Used by\n * the `<usa-spring>`, `<usa-draggable>` and `<usa-overscroll>` elements and\n * exported for your own animations:\n *\n * - `springEasing()` turns a spring into a CSS `linear()` easing + duration\n * for WAAPI / CSS (falls back to a cubic-bezier overshoot where `linear()`\n * is unsupported);\n * - `spring(el, keyframes, cfg)` animates with it;\n * - `createSpring()` is an interruptible, velocity-preserving value for\n * gestures (drag, inertia, snap).\n */\nexport interface SpringConfig {\n /** Spring stiffness (default 170). Higher = faster, snappier. */\n stiffness?: number;\n /** Damping / friction (default 26). Lower = more bounces. */\n damping?: number;\n /** Mass (default 1). Higher = slower, heavier. */\n mass?: number;\n /** Initial velocity in progress units per second (default 0). */\n velocity?: number;\n /** Rest threshold (default 0.001). */\n precision?: number;\n}\n\nexport type SpringPreset = 'default' | 'gentle' | 'wobbly' | 'stiff' | 'bouncy' | 'slow' | 'molasses';\n\nexport const SPRING_PRESETS: Record<SpringPreset, Required<Pick<SpringConfig, 'stiffness' | 'damping' | 'mass'>>> = {\n default: { stiffness: 170, damping: 26, mass: 1 },\n gentle: { stiffness: 120, damping: 14, mass: 1 },\n wobbly: { stiffness: 180, damping: 12, mass: 1 },\n stiff: { stiffness: 210, damping: 20, mass: 1 },\n bouncy: { stiffness: 300, damping: 10, mass: 1 },\n slow: { stiffness: 280, damping: 60, mass: 1 },\n molasses: { stiffness: 280, damping: 120, mass: 1 },\n};\n\nexport type SpringInput = SpringPreset | SpringConfig | string | undefined;\n\n/** Resolve a preset name or a partial config to a full config. */\nexport function resolveSpring(input?: SpringInput): Required<SpringConfig> {\n const base = typeof input === 'string' ? 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Returns [x, v]. */\nexport function stepSpring(cfg: Required<SpringConfig>, x: number, v: number, to: number, dt: number): [number, number] {\n const a = (-cfg.stiffness * (x - to) - cfg.damping * v) / cfg.mass;\n const nv = v + a * dt;\n return [x + nv * dt, nv];\n}\n\nconst cache = new Map<string, { values: number[]; duration: number }>();\n\n/**\n * Sample the spring from 0 to 1 at `fps` (default 60). `values` may exceed 1\n * (overshoot); `duration` is the time to rest, in ms (max 10 s).\n */\nexport function springSamples(input?: SpringInput, fps = 60): { values: number[]; duration: number } {\n const cfg = resolveSpring(input);\n const key = `${cfg.stiffness}|${cfg.damping}|${cfg.mass}|${cfg.velocity}|${cfg.precision}|${fps}`;\n const hit = cache.get(key);\n if (hit) return hit;\n const values = [0];\n let x = 0;\n let v = cfg.velocity;\n const frame = 1000 / fps;\n let t = 0;\n let next = frame;\n while (t < 10000) {\n [x, v] = stepSpring(cfg, x, v, 1, 0.001);\n t += 1;\n if (t >= next) {\n values.push(x);\n next += frame;\n if (Math.abs(1 - x) < cfg.precision && Math.abs(v) < cfg.precision * 10) break;\n }\n }\n values[values.length - 1] = 1;\n const out = { values, duration: Math.round(t) };\n if (cache.size > 64) cache.clear();\n cache.set(key, out);\n return out;\n}\n\n/** `true` when CSS `linear()` easing is supported. */\nexport function supportsLinearEasing(): boolean {\n return typeof CSS !== 'undefined' && typeof CSS.supports === 'function' && CSS.supports('animation-timing-function', 'linear(0, 1)');\n}\n\n/**\n * The spring as `{ easing, duration }` for `el.animate()` / CSS. `easing` is\n * a `linear(…)` function with at most `points` stops (default 48), or a\n * cubic-bezier overshoot where `linear()` is unsupported.\n */\nexport function springEasing(input?: SpringInput, points = 48): { easing: string; duration: number } {\n const { values, duration } = springSamples(input);\n if (!supportsLinearEasing()) return { easing: EASE_SPRING, duration: Math.min(duration, 1200) };\n return { easing: linearEasing(values, points), duration };\n}\n\n/** Build a CSS `linear()` easing from samples (down-sampled to `points`). */\nexport function linearEasing(values: number[], points = 48): string {\n const n = values.length;\n const step = Math.max(1, Math.ceil((n - 1) / Math.max(2, points - 1)));\n const out: string[] = [];\n for (let i = 0; i < n - 1; i += step) out.push(String(Math.round(values[i] * 1000) / 1000));\n out.push('1');\n return `linear(${out.join(', ')})`;\n}\n\n/**\n * Animate `el` between keyframes with spring timing (WAAPI). 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Returns the Animation (or\n * `null` without WAAPI / under reduced motion).\n */\nexport function spring(el: Element, keyframes: Keyframe[], input?: SpringInput, options: KeyframeAnimationOptions = {}): Animation | null {\n const target = el as HTMLElement;\n if (prefersReducedMotion() || typeof target.animate !== 'function') {\n applyFrame(target, keyframes[keyframes.length - 1]);\n return null;\n }\n const { easing, duration } = springEasing(input);\n return target.animate(keyframes, { duration: duration * motionScale(), easing, fill: 'both', ...options });\n}\n\n/* ------------------------------------------------------------------ */\n/* Interactive springs */\n/* ------------------------------------------------------------------ */\n\nexport interface SpringValueOptions {\n /** Start value (default 0). */\n value?: number;\n /** Spring config or preset (default `'default'`). */\n spring?: SpringInput;\n /** Called with the value every frame (and on `jump()`). */\n onUpdate?: (value: number, velocity: number) => void;\n /** Called when the value comes to rest at its target. */\n onRest?: (value: number) => void;\n}\n\nexport interface SpringValue {\n readonly value: number;\n /** Units per second. */\n readonly velocity: number;\n readonly target: number;\n readonly animating: boolean;\n /** Animate to `target`, optionally with a new initial velocity (units/s). */\n set(target: number, velocity?: number): void;\n /** Jump to `value` with no animation. */\n jump(value: number): void;\n /** Stop where it is. */\n stop(): void;\n /** Change the spring config. */\n configure(spring: SpringInput): void;\n}\n\n/**\n * An interruptible spring-animated number: call `set()` as often as you like,\n * the motion keeps its velocity (like iOS / Framer springs). 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@@ -1,6 +1,6 @@
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  'use strict';
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- var base = require('./base-CxYU2NK_.cjs');
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+ var base = require('./base-BvpQ4Ggj.cjs');
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@@ -36,4 +36,4 @@ function setVariant(variant, root = typeof document !== 'undefined' ? document.d
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  exports.VARIANTS = VARIANTS;
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  exports.adoptVariants = adoptVariants;
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  exports.setVariant = setVariant;
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- //# sourceMappingURL=variants-CfJzrzMh.cjs.map
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+ //# sourceMappingURL=variants-C8xj8gfd.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"variants-CfJzrzMh.cjs","sources":["../../src/components/ui/variants.ts"],"sourcesContent":["import { adoptStyles } from '../base';\nimport css from './variants.css?raw';\n\n/**\n * Style variants (v2.6): `variant=\"minimal | neon | glass | brutalist |\n * fluent | material\"` on any `<usa-*>` element — or on any ancestor as\n * `data-usa-variant`, or page-wide with `setVariant()` — sets the shared\n * design tokens every component reads:\n *\n * `--usa-accent`, `--usa-accent-text`, `--usa-surface`, `--usa-text`,\n * `--usa-radius`, `--usa-border`, `--usa-shadow`, `--usa-blur`, `--usa-font`.\n *\n * (`<usa-spinner>`, `<usa-check>` and `<usa-dialog>` already use `variant`\n * for their kind; the token names never clash with those values except\n * `fluent`, which means the same thing there.)\n */\nexport const VARIANTS = ['minimal', 'neon', 'glass', 'brutalist', 'fluent', 'material'] as const;\nexport type Variant = (typeof VARIANTS)[number];\n\n/** Inject the variant token sheet (done automatically by every `ui` component). */\nexport function adoptVariants(): void {\n adoptStyles('variants', css);\n}\n\n/** Apply a variant to the whole page (or `root`); `null` removes it. */\nexport function setVariant(variant: Variant | null, root: Element | null = typeof document !== 'undefined' ? document.documentElement : null): void {\n if (!root) return;\n adoptVariants();\n if (variant) root.setAttribute('data-usa-variant', variant);\n else root.removeAttribute('data-usa-variant');\n}\n"],"names":["adoptStyles"],"mappings":";;;;;;AAGA;;;;;;;;;;;;AAYG;AACI,MAAM,QAAQ,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU;AAGtF;SACgB,aAAa,GAAA;AAC3B,IAAAA,gBAAW,CAAC,UAAU,EAAE,GAAG,CAAC;AAC9B;AAEA;SACgB,UAAU,CAAC,OAAuB,EAAE,IAAA,GAAuB,OAAO,QAAQ,KAAK,WAAW,GAAG,QAAQ,CAAC,eAAe,GAAG,IAAI,EAAA;AAC1I,IAAA,IAAI,CAAC,IAAI;QAAE;AACX,IAAA,aAAa,EAAE;AACf,IAAA,IAAI,OAAO;AAAE,QAAA,IAAI,CAAC,YAAY,CAAC,kBAAkB,EAAE,OAAO,CAAC;;AACtD,QAAA,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC;AAC/C;;;;;;"}
1
+ {"version":3,"file":"variants-C8xj8gfd.cjs","sources":["../../src/components/ui/variants.ts"],"sourcesContent":["import { adoptStyles } from '../base';\nimport css from './variants.css?raw';\n\n/**\n * Style variants (v2.6): `variant=\"minimal | neon | glass | brutalist |\n * fluent | material\"` on any `<usa-*>` element — or on any ancestor as\n * `data-usa-variant`, or page-wide with `setVariant()` — sets the shared\n * design tokens every component reads:\n *\n * `--usa-accent`, `--usa-accent-text`, `--usa-surface`, `--usa-text`,\n * `--usa-radius`, `--usa-border`, `--usa-shadow`, `--usa-blur`, `--usa-font`.\n *\n * (`<usa-spinner>`, `<usa-check>` and `<usa-dialog>` already use `variant`\n * for their kind; the token names never clash with those values except\n * `fluent`, which means the same thing there.)\n */\nexport const VARIANTS = ['minimal', 'neon', 'glass', 'brutalist', 'fluent', 'material'] as const;\nexport type Variant = (typeof VARIANTS)[number];\n\n/** Inject the variant token sheet (done automatically by every `ui` component). */\nexport function adoptVariants(): void {\n adoptStyles('variants', css);\n}\n\n/** Apply a variant to the whole page (or `root`); `null` removes it. */\nexport function setVariant(variant: Variant | null, root: Element | null = typeof document !== 'undefined' ? document.documentElement : null): void {\n if (!root) return;\n adoptVariants();\n if (variant) root.setAttribute('data-usa-variant', variant);\n else root.removeAttribute('data-usa-variant');\n}\n"],"names":["adoptStyles"],"mappings":";;;;;;AAGA;;;;;;;;;;;;AAYG;AACI,MAAM,QAAQ,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU;AAGtF;SACgB,aAAa,GAAA;AAC3B,IAAAA,gBAAW,CAAC,UAAU,EAAE,GAAG,CAAC;AAC9B;AAEA;SACgB,UAAU,CAAC,OAAuB,EAAE,IAAA,GAAuB,OAAO,QAAQ,KAAK,WAAW,GAAG,QAAQ,CAAC,eAAe,GAAG,IAAI,EAAA;AAC1I,IAAA,IAAI,CAAC,IAAI;QAAE;AACX,IAAA,aAAa,EAAE;AACf,IAAA,IAAI,OAAO;AAAE,QAAA,IAAI,CAAC,YAAY,CAAC,kBAAkB,EAAE,OAAO,CAAC;;AACtD,QAAA,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC;AAC/C;;;;;;"}