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* as React$1 from \"react\";\nimport { Children, Component, Fragment, createContext, createElement, forwardRef, isValidElement, useCallback, useContext, useEffect, useId, useInsertionEffect, useLayoutEffect, useMemo, useRef, useState } from \"react\";\nimport { Fragment as Fragment$1, jsx, jsxs } from \"react/jsx-runtime\";\n\n//#region \\0rolldown/runtime.js\nvar __defProp = Object.defineProperty;\nvar __commonJSMin = (cb, mod) => () => (mod || (cb((mod = { exports: {} }).exports, mod, mod.exports), cb = null), mod.exports);\nvar __exportAll = (all, no_symbols) => {\n\tlet target = {};\n\tfor (var name in all) {\n\t\t__defProp(target, name, {\n\t\t\tget: all[name],\n\t\t\tenumerable: true\n\t\t});\n\t}\n\tif (!no_symbols) {\n\t\t__defProp(target, Symbol.toStringTag, { value: \"Module\" });\n\t}\n\treturn target;\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/context/LayoutGroupContext.mjs\nconst LayoutGroupContext = createContext({});\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-constant.mjs\n/**\n* Creates a constant value over the lifecycle of a component.\n*\n* Even if `useMemo` is provided an empty array as its final argument, it doesn't offer\n* a guarantee that it won't re-run for performance reasons later on. By using `useConstant`\n* you can ensure that initialisers don't execute twice or more.\n*/\nfunction useConstant(init) {\n\tconst ref = useRef(null);\n\tif (ref.current === null) ref.current = init();\n\treturn ref.current;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/is-browser.mjs\nconst isBrowser$2 = typeof window !== \"undefined\";\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-isomorphic-effect.mjs\nconst useIsomorphicLayoutEffect = isBrowser$2 ? useLayoutEffect : useEffect;\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/context/PresenceContext.mjs\n/**\n* @public\n*/\nconst PresenceContext = /* @__PURE__ */ createContext(null);\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/array.mjs\nfunction addUniqueItem(arr, item) {\n\tif (arr.indexOf(item) === -1) arr.push(item);\n}\nfunction removeItem(arr, item) {\n\tconst index = arr.indexOf(item);\n\tif (index > -1) arr.splice(index, 1);\n}\nfunction moveItem([...arr], fromIndex, toIndex) {\n\tconst startIndex = fromIndex < 0 ? arr.length + fromIndex : fromIndex;\n\tif (startIndex >= 0 && startIndex < arr.length) {\n\t\tconst endIndex = toIndex < 0 ? arr.length + toIndex : toIndex;\n\t\tconst [item] = arr.splice(fromIndex, 1);\n\t\tarr.splice(endIndex, 0, item);\n\t}\n\treturn arr;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/clamp.mjs\nconst clamp = (min, max, v) => {\n\tif (v > max) return max;\n\tif (v < min) return min;\n\treturn v;\n};\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/format-error-message.mjs\nfunction formatErrorMessage(message, errorCode) {\n\treturn errorCode ? `${message}. For more information and steps for solving, visit https://motion.dev/troubleshooting/${errorCode}` : message;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/errors.mjs\nlet warning = () => {};\nlet invariant = () => {};\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/global-config.mjs\nconst MotionGlobalConfig = {};\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/is-numerical-string.mjs\n/**\n* Check if value is a numerical string, ie a string that is purely a number eg \"100\" or \"-100.1\"\n*/\nconst isNumericalString = (v) => /^-?(?:\\d+(?:\\.\\d+)?|\\.\\d+)$/u.test(v);\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/is-object.mjs\nconst isObject = (value) => typeof value === \"object\" && value !== null;\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/is-zero-value-string.mjs\n/**\n* Check if the value is a zero value string like \"0px\" or \"0%\"\n*/\nconst isZeroValueString = (v) => /^0[^.\\s]+$/u.test(v);\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/memo.mjs\n/*#__NO_SIDE_EFFECTS__*/\nfunction memo$1(callback) {\n\tlet result;\n\treturn () => {\n\t\tif (result === void 0) result = callback();\n\t\treturn result;\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/noop.mjs\nconst noop = /* @__NO_SIDE_EFFECTS__ */ (any) => any;\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/pipe.mjs\n/**\n* Pipe\n* Compose other transformers to run linearily\n* pipe(min(20), max(40))\n* @param  {...functions} transformers\n* @return {function}\n*/\nconst pipe = (...transformers) => transformers.reduce((a, b) => (v) => b(a(v)));\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/progress.mjs\nconst progress = /* @__NO_SIDE_EFFECTS__ */ (from, to, value) => {\n\tconst range = to - from;\n\treturn range ? (value - from) / range : 1;\n};\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/subscription-manager.mjs\nvar SubscriptionManager = class {\n\tconstructor() {\n\t\tthis.subscriptions = [];\n\t}\n\tadd(handler) {\n\t\taddUniqueItem(this.subscriptions, handler);\n\t\treturn () => this.remove(handler);\n\t}\n\tremove(handler) {\n\t\tremoveItem(this.subscriptions, handler);\n\t}\n\tnotify(a, b, c) {\n\t\tconst numSubscriptions = this.subscriptions.length;\n\t\tif (!numSubscriptions) return;\n\t\tif (numSubscriptions === 1)\n /**\n\t\t* If there's only a single handler we can just call it without invoking a loop.\n\t\t*/\n\t\tthis.subscriptions[0](a, b, c);\n\t\telse for (let i = 0; i < numSubscriptions; i++) {\n\t\t\t/**\n\t\t\t* Check whether the handler exists before firing as it's possible\n\t\t\t* the subscriptions were modified during this loop running.\n\t\t\t*/\n\t\t\tconst handler = this.subscriptions[i];\n\t\t\thandler && handler(a, b, c);\n\t\t}\n\t}\n\tgetSize() {\n\t\treturn this.subscriptions.length;\n\t}\n\tclear() {\n\t\tthis.subscriptions.length = 0;\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/time-conversion.mjs\n/**\n* Converts seconds to milliseconds\n*\n* @param seconds - Time in seconds.\n* @return milliseconds - Converted time in milliseconds.\n*/\nconst secondsToMilliseconds = /* @__NO_SIDE_EFFECTS__ */ (seconds) => seconds * 1e3;\nconst millisecondsToSeconds = /* @__NO_SIDE_EFFECTS__ */ (milliseconds) => milliseconds / 1e3;\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/velocity-per-second.mjs\nconst velocityPerSecond = /* @__NO_SIDE_EFFECTS__ */ (velocity, frameDuration) => frameDuration ? velocity * (1e3 / frameDuration) : 0;\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/warn-once.mjs\nconst warned = /* @__PURE__ */ new Set();\nfunction hasWarned$1(message) {\n\treturn warned.has(message);\n}\nfunction warnOnce(condition, message, errorCode) {\n\tif (condition || warned.has(message)) return;\n\tconsole.warn(formatErrorMessage(message, errorCode));\n\twarned.add(message);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/wrap.mjs\nconst wrap = (min, max, v) => {\n\tconst rangeSize = max - min;\n\treturn ((v - min) % rangeSize + rangeSize) % rangeSize + min;\n};\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/cubic-bezier.mjs\nconst calcBezier = (t, a1, a2) => t * (3 * (1 - t) * ((1 - t) * a1 + t * a2) + t * t);\n/*#__NO_SIDE_EFFECTS__*/\nfunction cubicBezier(mX1, mY1, mX2, mY2) {\n\tif (mX1 === mY1 && mX2 === mY2) return noop;\n\treturn (x) => {\n\t\tlet lowerBound = 0;\n\t\tlet upperBound = 1;\n\t\tlet t = x;\n\t\tfor (let i = 0;; i++) {\n\t\t\tif (!(t >= lowerBound && t <= upperBound)) t = (lowerBound + upperBound) / 2;\n\t\t\tconst currentX = calcBezier(t, mX1, mX2) - x;\n\t\t\tif (currentX * currentX < 1e-28 || i === 40) break;\n\t\t\tcurrentX > 0 ? upperBound = t : lowerBound = t;\n\t\t\tt -= currentX * 1e-7 / (calcBezier(t + 1e-7, mX1, mX2) - x - currentX);\n\t\t}\n\t\treturn calcBezier(t, mY1, mY2);\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/modifiers/mirror.mjs\nconst mirrorEasing = /* @__NO_SIDE_EFFECTS__ */ (easing) => (p) => p <= .5 ? easing(2 * p) / 2 : (2 - easing(2 * (1 - p))) / 2;\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/modifiers/reverse.mjs\nconst reverseEasing = /* @__NO_SIDE_EFFECTS__ */ (easing) => (p) => 1 - easing(1 - p);\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/back.mjs\nconst backOut = /*@__PURE__*/ cubicBezier(.33, 1.53, .69, .99);\nconst backIn = /*@__PURE__*/ reverseEasing(backOut);\nconst backInOut = /*@__PURE__*/ mirrorEasing(backIn);\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/anticipate.mjs\nconst anticipate = (p) => p >= 1 ? 1 : (p *= 2) < 1 ? .5 * backIn(p) : .5 * (2 - Math.pow(2, -10 * (p - 1)));\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/circ.mjs\nconst circIn = (p) => 1 - Math.sin(Math.acos(p));\nconst circOut = reverseEasing(circIn);\nconst circInOut = mirrorEasing(circIn);\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/ease.mjs\nconst easeIn = /*@__PURE__*/ cubicBezier(.42, 0, 1, 1);\nconst easeOut = /*@__PURE__*/ cubicBezier(0, 0, .58, 1);\nconst easeInOut = /*@__PURE__*/ cubicBezier(.42, 0, .58, 1);\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/steps.mjs\n/*#__NO_SIDE_EFFECTS__*/\nfunction steps(numSteps, direction = \"end\") {\n\treturn (progress) => {\n\t\tprogress = direction === \"end\" ? Math.min(progress, .999) : Math.max(progress, .001);\n\t\tconst expanded = progress * numSteps;\n\t\treturn clamp(0, 1, (direction === \"end\" ? Math.floor(expanded) : Math.ceil(expanded)) / numSteps);\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/utils/is-easing-array.mjs\nconst isEasingArray = /* @__NO_SIDE_EFFECTS__ */ (ease) => {\n\treturn Array.isArray(ease) && typeof ease[0] !== \"number\";\n};\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/utils/get-easing-for-segment.mjs\n/*#__NO_SIDE_EFFECTS__*/\nfunction getEasingForSegment(easing, i) {\n\treturn isEasingArray(easing) ? easing[wrap(0, easing.length, i)] : easing;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/utils/is-bezier-definition.mjs\nconst isBezierDefinition = /* @__NO_SIDE_EFFECTS__ */ (easing) => Array.isArray(easing) && typeof easing[0] === \"number\";\n\n//#endregion\n//#region ../../../node_modules/motion-utils/dist/es/easing/utils/map.mjs\nconst easingLookup = {\n\tlinear: noop,\n\teaseIn,\n\teaseInOut,\n\teaseOut,\n\tcircIn,\n\tcircInOut,\n\tcircOut,\n\tbackIn,\n\tbackInOut,\n\tbackOut,\n\tanticipate\n};\nconst isValidEasing = (easing) => {\n\treturn typeof easing === \"string\";\n};\nconst easingDefinitionToFunction = (definition) => {\n\tif (isBezierDefinition(definition)) {\n\t\tinvariant(definition.length === 4, `Cubic bezier arrays must contain four numerical values.`, \"cubic-bezier-length\");\n\t\tconst [x1, y1, x2, y2] = definition;\n\t\treturn cubicBezier(x1, y1, x2, y2);\n\t} else if (isValidEasing(definition)) {\n\t\tinvariant(easingLookup[definition] !== void 0, `Invalid easing type '${definition}'`, \"invalid-easing-type\");\n\t\treturn easingLookup[definition];\n\t}\n\treturn definition;\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/frameloop/frame-data.mjs\n/**\n* The frameloop's state, kept apart from the frameloop itself so that\n* reading it doesn't bundle the scheduler.\n*/\nconst frameData = {\n\tdelta: 0,\n\ttimestamp: 0,\n\tisProcessing: false\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/frameloop/sync-time.mjs\nlet now;\nfunction clearTime() {\n\tnow = void 0;\n}\n/**\n* An eventloop-synchronous alternative to performance.now().\n*\n* Ensures that time measurements remain consistent within a synchronous context.\n* Usually calling performance.now() twice within the same synchronous context\n* will return different values which isn't useful for animations when we're usually\n* trying to sync animations to the same frame.\n*/\nconst time = {\n\tnow: () => {\n\t\tif (now === void 0) time.set(frameData.isProcessing || MotionGlobalConfig.useManualTiming ? frameData.timestamp : performance.now());\n\t\treturn now;\n\t},\n\tset: (newTime) => {\n\t\tnow = newTime;\n\t\tqueueMicrotask(clearTime);\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/utils/sanitize.mjs\nconst sanitize = (v) => Math.round(v * 1e5) / 1e5;\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/is-css-variable.mjs\nconst checkStringStartsWith = (token) => (key) => typeof key === \"string\" && key.startsWith(token);\nconst isCSSVariableName = /*@__PURE__*/ checkStringStartsWith(\"--\");\nconst startsAsVariableToken = /*@__PURE__*/ checkStringStartsWith(\"var(--\");\nconst isCSSVariableToken = (value) => {\n\tif (!startsAsVariableToken(value)) return false;\n\treturn singleCssVariableRegex.test(value.split(\"/*\")[0].trim());\n};\nconst singleCssVariableRegex = /var\\(--(?:[\\w-]+\\s*|[\\w-]+\\s*,(?:\\s*[^)(\\s]|\\s*\\((?:[^)(]|\\([^)(]*\\))*\\))+\\s*)\\)$/iu;\n/**\n* Check if a value contains a CSS variable anywhere (e.g. inside calc()).\n* Unlike isCSSVariableToken which checks if the value IS a var() token,\n* this checks if the value CONTAINS var() somewhere in the string.\n*/\nfunction containsCSSVariable(value) {\n\tif (typeof value !== \"string\") return false;\n\treturn value.split(\"/*\")[0].includes(\"var(--\");\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/numbers/index.mjs\nconst number = {\n\ttest: (v) => typeof v === \"number\",\n\tparse: parseFloat,\n\ttransform: (v) => v\n};\nconst alpha = {\n\t...number,\n\ttransform: (v) => clamp(0, 1, v)\n};\nconst scale = {\n\t...number,\n\tdefault: 1\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/utils/float-regex.mjs\nconst floatRegex = /-?(?:\\d+(?:\\.\\d+)?|\\.\\d+)/gu;\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/utils/is-nullish.mjs\nfunction isNullish(v) {\n\treturn v == null;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/utils/single-color-regex.mjs\nconst singleColorRegex = /^(?:#[\\da-f]{3,8}|(?:rgb|hsl)a?\\((?:-?[\\d.]+%?[,\\s]+){2}-?[\\d.]+%?\\s*(?:[,/]\\s*)?(?:\\b\\d+(?:\\.\\d+)?|\\.\\d+)?%?\\))$/iu;\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/color/utils.mjs\n/**\n* Returns true if the provided string is a color, ie rgba(0,0,0,0) or #000,\n* but false if a number or multiple colors\n*/\nconst isColorString = (type, testProp) => (v) => {\n\treturn Boolean(typeof v === \"string\" && singleColorRegex.test(v) && v.startsWith(type) || testProp && !isNullish(v) && Object.prototype.hasOwnProperty.call(v, testProp));\n};\nconst splitColor = (aName, bName, cName) => (v) => {\n\tif (typeof v !== \"string\") return v;\n\tconst [a, b, c, alpha] = v.match(floatRegex);\n\treturn {\n\t\t[aName]: parseFloat(a),\n\t\t[bName]: parseFloat(b),\n\t\t[cName]: parseFloat(c),\n\t\talpha: alpha !== void 0 ? parseFloat(alpha) : 1\n\t};\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/color/rgba.mjs\nconst clampRgbUnit = (v) => clamp(0, 255, v);\nconst rgbUnit = {\n\t...number,\n\ttransform: (v) => Math.round(clampRgbUnit(v))\n};\nconst rgba = {\n\ttest: /*@__PURE__*/ isColorString(\"rgb\", \"red\"),\n\tparse: /*@__PURE__*/ splitColor(\"red\", \"green\", \"blue\"),\n\ttransform: ({ red, green, blue, alpha: alpha$1 = 1 }) => \"rgba(\" + rgbUnit.transform(red) + \", \" + rgbUnit.transform(green) + \", \" + rgbUnit.transform(blue) + \", \" + sanitize(alpha.transform(alpha$1)) + \")\"\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/color/hex.mjs\nfunction parseHex(v) {\n\tlet r = \"\";\n\tlet g = \"\";\n\tlet b = \"\";\n\tlet a = \"\";\n\tif (v.length > 5) {\n\t\tr = v.substring(1, 3);\n\t\tg = v.substring(3, 5);\n\t\tb = v.substring(5, 7);\n\t\ta = v.substring(7, 9);\n\t} else {\n\t\tr = v.substring(1, 2);\n\t\tg = v.substring(2, 3);\n\t\tb = v.substring(3, 4);\n\t\ta = v.substring(4, 5);\n\t\tr += r;\n\t\tg += g;\n\t\tb += b;\n\t\ta += a;\n\t}\n\treturn {\n\t\tred: parseInt(r, 16),\n\t\tgreen: parseInt(g, 16),\n\t\tblue: parseInt(b, 16),\n\t\talpha: a ? parseInt(a, 16) / 255 : 1\n\t};\n}\nconst hex = {\n\ttest: /*@__PURE__*/ isColorString(\"#\"),\n\tparse: parseHex,\n\ttransform: rgba.transform\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/numbers/units.mjs\nconst createUnitType = /* @__NO_SIDE_EFFECTS__ */ (unit) => ({\n\ttest: (v) => typeof v === \"string\" && v.endsWith(unit) && v.split(\" \").length === 1,\n\tparse: parseFloat,\n\ttransform: (v) => `${v}${unit}`\n});\nconst degrees = /*@__PURE__*/ createUnitType(\"deg\");\nconst percent = /*@__PURE__*/ createUnitType(\"%\");\nconst px = /*@__PURE__*/ createUnitType(\"px\");\nconst vh = /*@__PURE__*/ createUnitType(\"vh\");\nconst vw = /*@__PURE__*/ createUnitType(\"vw\");\nconst progressPercentage = /*@__PURE__*/ (() => ({\n\t...percent,\n\tparse: (v) => percent.parse(v) / 100,\n\ttransform: (v) => percent.transform(v * 100)\n}))();\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/color/hsla.mjs\nconst hsla = {\n\ttest: /*@__PURE__*/ isColorString(\"hsl\", \"hue\"),\n\tparse: /*@__PURE__*/ splitColor(\"hue\", \"saturation\", \"lightness\"),\n\ttransform: ({ hue, saturation, lightness, alpha: alpha$1 = 1 }) => {\n\t\treturn \"hsla(\" + Math.round(hue) + \", \" + percent.transform(sanitize(saturation)) + \", \" + percent.transform(sanitize(lightness)) + \", \" + sanitize(alpha.transform(alpha$1)) + \")\";\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/color/index.mjs\nconst color = {\n\ttest: (v) => rgba.test(v) || hex.test(v) || hsla.test(v),\n\tparse: (v) => {\n\t\tif (rgba.test(v)) return rgba.parse(v);\n\t\telse if (hsla.test(v)) return hsla.parse(v);\n\t\telse return hex.parse(v);\n\t},\n\ttransform: (v) => {\n\t\treturn typeof v === \"string\" ? v : v.hasOwnProperty(\"red\") ? rgba.transform(v) : hsla.transform(v);\n\t},\n\tgetAnimatableNone: (v) => {\n\t\tconst parsed = color.parse(v);\n\t\tparsed.alpha = 0;\n\t\treturn color.transform(parsed);\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/utils/color-regex.mjs\nconst colorRegex = /(?:#[\\da-f]{3,8}|(?:rgb|hsl)a?\\((?:-?[\\d.]+%?[,\\s]+){2}-?[\\d.]+%?\\s*(?:[,/]\\s*)?(?:\\b\\d+(?:\\.\\d+)?|\\.\\d+)?%?\\))/giu;\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/complex/index.mjs\n/**\n* Non-global copies of the token regexes so test() can use .test()\n* (no match array, stops at the first token) without lastIndex state.\n*/\nconst hasFloat = /*@__PURE__*/ new RegExp(floatRegex.source);\nconst hasColor = /*@__PURE__*/ new RegExp(colorRegex.source, \"i\");\nfunction test(v) {\n\treturn isNaN(v) && typeof v === \"string\" && (hasFloat.test(v) || hasColor.test(v));\n}\nconst NUMBER_TOKEN = \"number\";\nconst COLOR_TOKEN = \"color\";\nconst VAR_TOKEN = \"var\";\nconst VAR_FUNCTION_TOKEN = \"var(\";\nconst SPLIT_TOKEN = \"${}\";\nconst complexRegex = /var\\s*\\(\\s*--(?:[\\w-]+\\s*|[\\w-]+\\s*,(?:\\s*[^)(\\s]|\\s*\\((?:[^)(]|\\([^)(]*\\))*\\))+\\s*)\\)|#[\\da-f]{3,8}|(?:rgb|hsl)a?\\((?:-?[\\d.]+%?[,\\s]+){2}-?[\\d.]+%?\\s*(?:[,/]\\s*)?(?:\\b\\d+(?:\\.\\d+)?|\\.\\d+)?%?\\)|-?(?:\\d+(?:\\.\\d+)?|\\.\\d+)/giu;\n/**\n* Whether analyseComplexValue(value) would find any values, without\n* tokenising the string. CSS variables are resolved before this is\n* used, so it's enough to look for a number or a color.\n*/\nfunction hasComplexValues(value) {\n\tconst asString = value.toString();\n\treturn hasFloat.test(asString) || hasColor.test(asString);\n}\nfunction analyseComplexValue(value) {\n\tconst originalValue = value.toString();\n\tconst values = [];\n\tconst indexes = {\n\t\tcolor: [],\n\t\tnumber: [],\n\t\tvar: []\n\t};\n\tconst types = [];\n\tlet i = 0;\n\treturn {\n\t\tvalues,\n\t\tsplit: originalValue.replace(complexRegex, (parsedValue) => {\n\t\t\tif (color.test(parsedValue)) {\n\t\t\t\tindexes.color.push(i);\n\t\t\t\ttypes.push(COLOR_TOKEN);\n\t\t\t\tvalues.push(color.parse(parsedValue));\n\t\t\t} else if (parsedValue.startsWith(VAR_FUNCTION_TOKEN)) {\n\t\t\t\tindexes.var.push(i);\n\t\t\t\ttypes.push(VAR_TOKEN);\n\t\t\t\tvalues.push(parsedValue);\n\t\t\t} else {\n\t\t\t\tindexes.number.push(i);\n\t\t\t\ttypes.push(NUMBER_TOKEN);\n\t\t\t\tvalues.push(parseFloat(parsedValue));\n\t\t\t}\n\t\t\t++i;\n\t\t\treturn SPLIT_TOKEN;\n\t\t}).split(SPLIT_TOKEN),\n\t\tindexes,\n\t\ttypes\n\t};\n}\nfunction parseComplexValue(v) {\n\treturn analyseComplexValue(v).values;\n}\nfunction buildTransformer({ split, types }) {\n\tconst numSections = split.length;\n\treturn (v) => {\n\t\tlet output = \"\";\n\t\tfor (let i = 0; i < numSections; i++) {\n\t\t\toutput += split[i];\n\t\t\tif (v[i] !== void 0) {\n\t\t\t\tconst type = types[i];\n\t\t\t\tif (type === NUMBER_TOKEN) output += sanitize(v[i]);\n\t\t\t\telse if (type === COLOR_TOKEN) output += color.transform(v[i]);\n\t\t\t\telse output += v[i];\n\t\t\t}\n\t\t}\n\t\treturn output;\n\t};\n}\nfunction createTransformer(source) {\n\treturn buildTransformer(analyseComplexValue(source));\n}\nconst convertNumbersToZero = (v) => typeof v === \"number\" ? 0 : color.test(v) ? color.getAnimatableNone(v) : v;\n/**\n* Convert a parsed value to its zero equivalent, but preserve numbers\n* that act as divisors in CSS calc() expressions.\n*\n* analyseComplexValue extracts numbers from CSS strings and puts the\n* surrounding text into a `split` template array. For example:\n*   \"calc(var(--gap) / 5)\"  →  values: [var(--gap), 5]\n*                               split:  [\"calc(\", \" / \", \")\"]\n*\n* When building a zero-equivalent for animation, naively zeroing all\n* numbers turns the divisor into 0 → \"calc(var(--gap) / 0)\" → NaN.\n* We detect this by checking whether the text preceding a number\n* (split[i]) ends with \"/\" — the CSS calc division operator.\n*/\nconst convertToZero = (value, splitBefore) => {\n\tif (typeof value === \"number\") return splitBefore?.trim().endsWith(\"/\") ? value : 0;\n\treturn convertNumbersToZero(value);\n};\nfunction getAnimatableNone$1(v) {\n\tconst info = analyseComplexValue(v);\n\treturn buildTransformer(info)(info.values.map((value, i) => convertToZero(value, info.split[i])));\n}\nconst complex = {\n\ttest,\n\tparse: parseComplexValue,\n\tcreateTransformer,\n\tgetAnimatableNone: getAnimatableNone$1\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/color/hsla-to-rgba.mjs\nfunction hueToRgb(p, q, t) {\n\tif (t < 0) t += 1;\n\tif (t > 1) t -= 1;\n\tif (t < 1 / 6) return p + (q - p) * 6 * t;\n\tif (t < 1 / 2) return q;\n\tif (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;\n\treturn p;\n}\nfunction hslaToRgba({ hue, saturation, lightness, alpha }) {\n\thue /= 360;\n\tsaturation /= 100;\n\tlightness /= 100;\n\tlet red = 0;\n\tlet green = 0;\n\tlet blue = 0;\n\tif (!saturation) red = green = blue = lightness;\n\telse {\n\t\tconst q = lightness < .5 ? lightness * (1 + saturation) : lightness + saturation - lightness * saturation;\n\t\tconst p = 2 * lightness - q;\n\t\tred = hueToRgb(p, q, hue + 1 / 3);\n\t\tgreen = hueToRgb(p, q, hue);\n\t\tblue = hueToRgb(p, q, hue - 1 / 3);\n\t}\n\treturn {\n\t\tred: Math.round(red * 255),\n\t\tgreen: Math.round(green * 255),\n\t\tblue: Math.round(blue * 255),\n\t\talpha\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/mix/immediate.mjs\nfunction mixImmediate(a, b) {\n\treturn (p) => p > 0 ? b : a;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/mix/number.mjs\nconst mixNumber$1 = (from, to, progress) => {\n\treturn from + (to - from) * progress;\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/mix/color.mjs\nconst mixLinearColor = (from, to, v) => {\n\tconst fromExpo = from * from;\n\tconst expo = v * (to * to - fromExpo) + fromExpo;\n\treturn expo < 0 ? 0 : Math.sqrt(expo);\n};\nconst colorTypes = [\n\thex,\n\trgba,\n\thsla\n];\nconst getColorType = (v) => colorTypes.find((type) => type.test(v));\nfunction asRGBA(color) {\n\tconst type = getColorType(color);\n\tif (!type) {\n\t\twarning(false, `'${color}' is not an animatable color. Use the equivalent color code instead.`, \"color-not-animatable\");\n\t\treturn false;\n\t}\n\tlet model = type.parse(color);\n\tif (type === hsla) model = hslaToRgba(model);\n\treturn model;\n}\nconst mixColor = (from, to) => {\n\tconst fromRGBA = asRGBA(from);\n\tconst toRGBA = asRGBA(to);\n\tif (!fromRGBA || !toRGBA) return mixImmediate(from, to);\n\tconst blended = { ...fromRGBA };\n\treturn (v) => {\n\t\tblended.red = mixLinearColor(fromRGBA.red, toRGBA.red, v);\n\t\tblended.green = mixLinearColor(fromRGBA.green, toRGBA.green, v);\n\t\tblended.blue = mixLinearColor(fromRGBA.blue, toRGBA.blue, v);\n\t\tblended.alpha = mixNumber$1(fromRGBA.alpha, toRGBA.alpha, v);\n\t\treturn rgba.transform(blended);\n\t};\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/mix/visibility.mjs\nconst invisibleValues = /* @__PURE__ */ new Set([\"none\", \"hidden\"]);\n/**\n* Returns a function that, when provided a progress value between 0 and 1,\n* will return the \"none\" or \"hidden\" string only when the progress is that of\n* the origin or target.\n*/\nfunction mixVisibility(origin, target) {\n\tif (invisibleValues.has(origin)) return (p) => p <= 0 ? origin : target;\n\telse return (p) => p >= 1 ? target : origin;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/mix/complex.mjs\nfunction mixNumber(a, b) {\n\treturn (p) => mixNumber$1(a, b, p);\n}\nfunction getMixer(a) {\n\tif (typeof a === \"number\") return mixNumber;\n\telse if (typeof a === \"string\") return isCSSVariableToken(a) ? mixImmediate : color.test(a) ? mixColor : mixComplex;\n\telse if (Array.isArray(a)) return mixArray;\n\telse if (typeof a === \"object\") return color.test(a) ? mixColor : mixObject;\n\treturn mixImmediate;\n}\nfunction mixArray(a, b) {\n\tconst output = [...a];\n\tconst numValues = output.length;\n\tconst blendValue = a.map((v, i) => getMixer(v)(v, b[i]));\n\treturn (p) => {\n\t\tfor (let i = 0; i < numValues; i++) output[i] = blendValue[i](p);\n\t\treturn output;\n\t};\n}\nfunction mixObject(a, b) {\n\tconst output = {\n\t\t...a,\n\t\t...b\n\t};\n\tconst blendValue = {};\n\tfor (const key in output) if (a[key] !== void 0 && b[key] !== void 0) blendValue[key] = getMixer(a[key])(a[key], b[key]);\n\treturn (v) => {\n\t\tfor (const key in blendValue) output[key] = blendValue[key](v);\n\t\treturn output;\n\t};\n}\nfunction matchOrder(origin, target) {\n\tconst orderedOrigin = [];\n\tconst pointers = {\n\t\tcolor: 0,\n\t\tvar: 0,\n\t\tnumber: 0\n\t};\n\tfor (let i = 0; i < target.values.length; i++) {\n\t\tconst type = target.types[i];\n\t\tconst originIndex = origin.indexes[type][pointers[type]];\n\t\tconst originValue = origin.values[originIndex] ?? 0;\n\t\torderedOrigin[i] = originValue;\n\t\tpointers[type]++;\n\t}\n\treturn orderedOrigin;\n}\nconst mixComplex = (origin, target) => {\n\tconst template = complex.createTransformer(target);\n\tconst originStats = analyseComplexValue(origin);\n\tconst targetStats = analyseComplexValue(target);\n\tif (originStats.indexes.var.length === targetStats.indexes.var.length && originStats.indexes.color.length === targetStats.indexes.color.length && originStats.indexes.number.length >= targetStats.indexes.number.length) {\n\t\tif (invisibleValues.has(origin) && !targetStats.values.length || invisibleValues.has(target) && !originStats.values.length) return mixVisibility(origin, target);\n\t\treturn pipe(mixArray(matchOrder(originStats, targetStats), targetStats.values), template);\n\t} else {\n\t\twarning(true, `Complex values '${origin}' and '${target}' too different to mix. Ensure all colors are of the same type, and that each contains the same quantity of number and color values. Falling back to instant transition.`, \"complex-values-different\");\n\t\treturn mixImmediate(origin, target);\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/mix/index.mjs\n/**\n* A single number with an optional unit, e.g. \"50%\", \"-10px\", \".5em\".\n* Exponents don't match, so they fall through to the complex mixer.\n*/\nconst unitValue = /^(-?(?:\\d+(?:\\.\\d*)?|\\.\\d+))([a-z%]*)$/iu;\n/**\n* Most CSS values Motion mixes are a single number with a unit. Mixing\n* these directly produces the same output as the complex mixer\n* (\"25%\", \"0.33333px\") without tokenising both strings.\n*/\nfunction mixUnit(from, to) {\n\tconst a = unitValue.exec(from);\n\tif (!a) return;\n\tconst b = unitValue.exec(to);\n\tif (!b || a[2] !== b[2]) return;\n\tconst unit = a[2];\n\tconst origin = parseFloat(a[1]);\n\tconst target = parseFloat(b[1]);\n\treturn (p) => sanitize(mixNumber$1(origin, target, p)) + unit;\n}\nfunction mix(from, to, p) {\n\tif (typeof from === \"number\" && typeof to === \"number\" && typeof p === \"number\") return mixNumber$1(from, to, p);\n\tif (typeof from === \"string\" && typeof to === \"string\") {\n\t\tconst mixer = mixUnit(from, to);\n\t\tif (mixer) return mixer;\n\t}\n\treturn getMixer(from)(from, to);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/frameloop/order.mjs\nconst stepsOrder = [\n\t\"setup\",\n\t\"read\",\n\t\"resolveKeyframes\",\n\t\"preUpdate\",\n\t\"update\",\n\t\"preRender\",\n\t\"render\",\n\t\"postRender\"\n];\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/frameloop/render-step.mjs\nfunction createRenderStep(runNextFrame) {\n\t/**\n\t* We create and reuse two queues, one to queue jobs for the current frame\n\t* and one for the next. We reuse to avoid triggering GC after x frames.\n\t*/\n\tlet thisFrame = /* @__PURE__ */ new Set();\n\tlet nextFrame = /* @__PURE__ */ new Set();\n\t/**\n\t* Track whether we're currently processing jobs in this step. This way\n\t* we can decide whether to schedule new jobs for this frame or next.\n\t*/\n\tlet isProcessing = false;\n\tlet flushNextFrame = false;\n\t/**\n\t* A set of processes which were marked keepAlive when scheduled.\n\t* A keepAlive process is always also held by a frame queue until\n\t* it's cancelled, so a Set has the same lifetime semantics as a\n\t* WeakSet here while being considerably faster to query every frame.\n\t*/\n\tconst toKeepAlive = /* @__PURE__ */ new Set();\n\tlet latestFrameData = {\n\t\tdelta: 0,\n\t\ttimestamp: 0,\n\t\tisProcessing: false\n\t};\n\tfunction triggerCallback(callback) {\n\t\tif (toKeepAlive.has(callback)) {\n\t\t\tnextFrame.add(callback);\n\t\t\trunNextFrame();\n\t\t}\n\t\tcallback(latestFrameData);\n\t}\n\tconst step = {\n\t\t/**\n\t\t* Schedule a process to run on the next frame.\n\t\t*/\n\t\tschedule: (callback, keepAlive = false, immediate = false) => {\n\t\t\tconst queue = immediate && isProcessing ? thisFrame : nextFrame;\n\t\t\tif (keepAlive) toKeepAlive.add(callback);\n\t\t\tqueue.add(callback);\n\t\t\treturn callback;\n\t\t},\n\t\t/**\n\t\t* Cancel the provided callback from running on the next frame.\n\t\t*/\n\t\tcancel: (callback) => {\n\t\t\tnextFrame.delete(callback);\n\t\t\ttoKeepAlive.delete(callback);\n\t\t},\n\t\t/**\n\t\t* Execute all schedule callbacks.\n\t\t*/\n\t\tprocess: (frameData) => {\n\t\t\tlatestFrameData = frameData;\n\t\t\t/**\n\t\t\t* If we're already processing we've probably been triggered by a flushSync\n\t\t\t* inside an existing process. Instead of executing, mark flushNextFrame\n\t\t\t* as true and ensure we flush the following frame at the end of this one.\n\t\t\t*/\n\t\t\tif (isProcessing) {\n\t\t\t\tflushNextFrame = true;\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tisProcessing = true;\n\t\t\tconst prevFrame = thisFrame;\n\t\t\tthisFrame = nextFrame;\n\t\t\tnextFrame = prevFrame;\n\t\t\tthisFrame.forEach(triggerCallback);\n\t\t\tthisFrame.clear();\n\t\t\tisProcessing = false;\n\t\t\tif (flushNextFrame) {\n\t\t\t\tflushNextFrame = false;\n\t\t\t\tstep.process(frameData);\n\t\t\t}\n\t\t}\n\t};\n\treturn step;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/frameloop/batcher.mjs\nconst maxElapsed$1 = 40;\nfunction createRenderBatcher(scheduleNextBatch, allowKeepAlive, state = {\n\tdelta: 0,\n\ttimestamp: 0,\n\tisProcessing: false\n}) {\n\tlet runNextFrame = false;\n\tlet useDefaultElapsed = true;\n\tconst flagRunNextFrame = () => runNextFrame = true;\n\tconst steps = stepsOrder.reduce((acc, key) => {\n\t\tacc[key] = createRenderStep(flagRunNextFrame);\n\t\treturn acc;\n\t}, {});\n\tconst { setup, read, resolveKeyframes, preUpdate, update, preRender, render, postRender } = steps;\n\tconst processBatch = () => {\n\t\tconst useManualTiming = MotionGlobalConfig.useManualTiming;\n\t\tconst timestamp = useManualTiming ? state.timestamp : performance.now();\n\t\trunNextFrame = false;\n\t\tif (!useManualTiming) state.delta = useDefaultElapsed ? 1e3 / 60 : Math.max(Math.min(timestamp - state.timestamp, maxElapsed$1), 1);\n\t\tstate.timestamp = timestamp;\n\t\tstate.isProcessing = true;\n\t\tsetup.process(state);\n\t\tread.process(state);\n\t\tresolveKeyframes.process(state);\n\t\tpreUpdate.process(state);\n\t\tupdate.process(state);\n\t\tpreRender.process(state);\n\t\trender.process(state);\n\t\tpostRender.process(state);\n\t\tstate.isProcessing = false;\n\t\tif (runNextFrame && allowKeepAlive) {\n\t\t\tuseDefaultElapsed = false;\n\t\t\tscheduleNextBatch(processBatch);\n\t\t}\n\t};\n\tconst wake = () => {\n\t\trunNextFrame = true;\n\t\tuseDefaultElapsed = true;\n\t\tif (!state.isProcessing) scheduleNextBatch(processBatch);\n\t};\n\tconst schedule = stepsOrder.reduce((acc, key) => {\n\t\tconst step = steps[key];\n\t\tacc[key] = (process, keepAlive = false, immediate = false) => {\n\t\t\tif (!runNextFrame) wake();\n\t\t\treturn step.schedule(process, keepAlive, immediate);\n\t\t};\n\t\treturn acc;\n\t}, {});\n\tconst cancel = (process) => {\n\t\tfor (let i = 0; i < stepsOrder.length; i++) steps[stepsOrder[i]].cancel(process);\n\t};\n\treturn {\n\t\tschedule,\n\t\tcancel,\n\t\tstate,\n\t\tsteps\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/frameloop/frame.mjs\nconst { schedule: frame, cancel: cancelFrame, steps: frameSteps } = /* @__PURE__ */ createRenderBatcher(typeof requestAnimationFrame !== \"undefined\" ? requestAnimationFrame : noop, true, frameData);\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/drivers/frame.mjs\nconst frameloopDriver = (update) => {\n\tconst passTimestamp = ({ timestamp }) => update(timestamp);\n\treturn {\n\t\tstart: (keepAlive = true) => frame.update(passTimestamp, keepAlive),\n\t\tstop: () => cancelFrame(passTimestamp),\n\t\t/**\n\t\t* If we're processing this frame we can use the\n\t\t* framelocked timestamp to keep things in sync.\n\t\t*/\n\t\tnow: () => frameData.isProcessing ? frameData.timestamp : time.now()\n\t};\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/utils/linear.mjs\nconst generateLinearEasing = (easing, duration, resolution = 10) => {\n\tlet points = \"\";\n\tconst numPoints = Math.max(Math.round(duration / resolution), 2);\n\tfor (let i = 0; i < numPoints; i++) points += Math.round(easing(i / (numPoints - 1)) * 1e4) / 1e4 + \", \";\n\treturn `linear(${points.substring(0, points.length - 2)})`;\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/generators/utils/calc-duration.mjs\n/**\n* Implement a practical max duration for keyframe generation\n* to prevent infinite loops\n*/\nconst maxGeneratorDuration = 2e4;\nfunction calcGeneratorDuration(generator, timeStep = 50, maxDuration = maxGeneratorDuration, keyframes) {\n\tlet duration = 0;\n\tlet state = generator.next(duration);\n\tkeyframes?.push(state.value);\n\twhile (!state.done && duration < maxDuration) {\n\t\tduration += timeStep;\n\t\tstate = generator.next(duration);\n\t\tkeyframes?.push(state.value);\n\t}\n\treturn duration >= maxDuration ? Infinity : duration;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/generators/utils/create-generator-easing.mjs\n/**\n* Create a progress => progress easing function from a generator.\n*/\nfunction createGeneratorEasing(options, scale = 100, createGenerator) {\n\t/**\n\t* The easing is generated over 0 - scale, but velocity is in the\n\t* value's own units, so scale it to match. Otherwise an interrupted\n\t* spring hands off the wrong speed, or direction. Keyframes with\n\t* units (colours, filters, mixed units) give NaN, which is falsy,\n\t* so their velocity passes through unscaled.\n\t*/\n\tconst { keyframes: k, velocity: v } = options;\n\tconst delta = k && k[k.length - 1] - k[0];\n\tconst generator = createGenerator({\n\t\t...options,\n\t\tvelocity: v && delta ? v * scale / delta : v,\n\t\tkeyframes: [0, scale]\n\t});\n\tconst duration = Math.min(calcGeneratorDuration(generator), maxGeneratorDuration);\n\treturn {\n\t\ttype: \"keyframes\",\n\t\tease: (progress) => {\n\t\t\treturn generator.next(duration * progress).value / scale;\n\t\t},\n\t\tduration: millisecondsToSeconds(duration)\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/generators/spring.mjs\nconst springDefaults = {\n\tstiffness: 100,\n\tdamping: 10,\n\tmass: 1,\n\tduration: 800,\n\tbounce: .3,\n\tvisualDuration: .3,\n\trestSpeed: {\n\t\tgranular: .01,\n\t\tdefault: 2\n\t},\n\trestDelta: {\n\t\tgranular: .005,\n\t\tdefault: .5\n\t},\n\tminDuration: .01,\n\tmaxDuration: 10,\n\tminDamping: .05\n};\n/**\n* Maps bounce to a damping ratio as SwiftUI does: 0 is critically damped, and\n* it approaches undamped towards 1 and infinitely overdamped towards -1. Both\n* ends are limited so the spring still moves and settles.\n*/\nconst bounceToDampingRatio = (bounce) => bounce < 0 ? 1 / Math.max(1 + bounce, springDefaults.minDamping) : Math.max(1 - bounce, springDefaults.minDamping);\n/**\n* Scales an overdamped spring's undamped frequency so that, at its defining\n* time, it has as far left to go as the critically damped spring that's\n* criticalFreqTime radians in by then. A negative bounce then changes the\n* shape of the curve, not when it arrives. 1 at a damping ratio of 1, so\n* there's no jump at a bounce of 0.\n*\n* Solved by Newton on the remaining distance (times fast - slow), which is\n* convex from criticalFreqTime onwards. criticalFreqTime is always below the\n* answer, so it converges from below without overshooting.\n*/\nfunction overdampedFreqScale(dampingRatio, criticalFreqTime) {\n\tif (!(dampingRatio > 1)) return 1;\n\tconst root = Math.sqrt(dampingRatio * dampingRatio - 1);\n\tconst slow = dampingRatio - root;\n\tconst fast = dampingRatio + root;\n\tconst target = 2 * root * Math.exp(-criticalFreqTime) * (1 + criticalFreqTime);\n\treturn approximateRoot((freqTime) => fast * Math.exp(-slow * freqTime) - slow * Math.exp(-fast * freqTime) - target, (freqTime) => Math.exp(-fast * freqTime) - Math.exp(-slow * freqTime), criticalFreqTime) / criticalFreqTime;\n}\nfunction calcAngularFreq(undampedFreq, dampingRatio) {\n\treturn undampedFreq * Math.sqrt(1 - dampingRatio * dampingRatio);\n}\nconst rootIterations = 12;\nfunction approximateRoot(envelope, derivative, initialGuess) {\n\tlet result = initialGuess;\n\tfor (let i = 1; i < rootIterations; i++) result = result - envelope(result) / derivative(result);\n\treturn result;\n}\n/**\n* This is ported from the Framer implementation of duration-based spring resolution.\n*/\nconst safeMin = .001;\n/**\n* Assumes zero initial velocity and the default mass: time-defined springs\n* ignore inherited velocity and only resolve without valid physics. Returns\n* NaN physics when the root search doesn't converge.\n*/\nfunction findSpring({ duration = springDefaults.duration, bounce = springDefaults.bounce }) {\n\tlet envelope;\n\tlet derivative;\n\twarning(duration <= secondsToMilliseconds(springDefaults.maxDuration), \"Spring duration must be 10 seconds or less\", \"spring-duration-limit\");\n\tconst dampingRatio = bounceToDampingRatio(bounce);\n\tduration = clamp(springDefaults.minDuration, springDefaults.maxDuration, millisecondsToSeconds(duration));\n\tif (dampingRatio < 1) {\n\t\t/**\n\t\t* Underdamped spring\n\t\t*/\n\t\tenvelope = (undampedFreq) => {\n\t\t\tconst exponentialDecay = undampedFreq * dampingRatio;\n\t\t\tconst delta = exponentialDecay * duration;\n\t\t\tconst b = calcAngularFreq(undampedFreq, dampingRatio);\n\t\t\tconst c = Math.exp(-delta);\n\t\t\treturn safeMin - exponentialDecay / b * c;\n\t\t};\n\t\tderivative = (undampedFreq) => {\n\t\t\tconst delta = undampedFreq * dampingRatio * duration;\n\t\t\tconst e = dampingRatio * dampingRatio * undampedFreq * undampedFreq * duration;\n\t\t\tconst f = Math.exp(-delta);\n\t\t\tconst g = calcAngularFreq(undampedFreq * undampedFreq, dampingRatio);\n\t\t\treturn (-envelope(undampedFreq) + safeMin > 0 ? -1 : 1) * -e * f / g;\n\t\t};\n\t} else {\n\t\t/**\n\t\t* Critically-damped spring. Overdamped springs reuse this root,\n\t\t* scaled below.\n\t\t*/\n\t\tenvelope = (undampedFreq) => {\n\t\t\treturn -.001 + Math.exp(-undampedFreq * duration) * (undampedFreq * duration + 1);\n\t\t};\n\t\tderivative = (undampedFreq) => {\n\t\t\treturn Math.exp(-undampedFreq * duration) * (-undampedFreq * (duration * duration));\n\t\t};\n\t}\n\tconst initialGuess = 5 / duration;\n\tconst criticalFreq = approximateRoot(envelope, derivative, initialGuess);\n\tconst undampedFreq = criticalFreq * overdampedFreqScale(dampingRatio, criticalFreq * duration);\n\tconst stiffness = undampedFreq * undampedFreq;\n\treturn {\n\t\tstiffness,\n\t\tdamping: dampingRatio * 2 * Math.sqrt(stiffness),\n\t\tduration: secondsToMilliseconds(duration)\n\t};\n}\n/**\n* Spring physics must be finite. stiffness and mass are also divisors so must\n* be positive, whereas a damping of 0 is a valid, perpetually oscillating\n* spring. Relational rather than Number.isFinite so numeric strings still\n* coerce.\n*/\nconst isValidPhysics = (value, canBeZero) => (canBeZero ? value >= 0 : value > 0) && value < Infinity;\n/**\n* Returns value if it's usable spring physics, otherwise undefined so callers\n* fall back to the default. An explicit `undefined`, e.g. from a forwarded\n* optional prop, must fall back too. Invalid physics would otherwise resolve\n* to NaN spring values that never report done.\n*/\nfunction resolvePhysics(value, canBeZero) {\n\tif (isValidPhysics(value, canBeZero)) return value;\n}\nfunction getSpringOptions(options) {\n\t/**\n\t* Resolve physics before choosing between physics- and duration-based\n\t* resolution, so an invalid stiffness doesn't also silently discard a\n\t* valid duration/bounce.\n\t*/\n\tconst validStiffness = resolvePhysics(options.stiffness);\n\tconst validDamping = resolvePhysics(options.damping, true);\n\tconst validMass = resolvePhysics(options.mass);\n\tconst springOptions = {\n\t\t...options,\n\t\tstiffness: validStiffness ?? springDefaults.stiffness,\n\t\tdamping: validDamping ?? springDefaults.damping,\n\t\tmass: validMass ?? springDefaults.mass,\n\t\tisResolvedFromDuration: false,\n\t\tisTimeDefined: (validStiffness ?? validDamping ?? validMass) === void 0 && (options.duration !== void 0 || options.bounce !== void 0)\n\t};\n\tif (springOptions.isTimeDefined) {\n\t\tif (options.visualDuration) {\n\t\t\tconst dampingRatio = bounceToDampingRatio(options.bounce || 0);\n\t\t\tconst root = 2 * Math.PI / (options.visualDuration * 1.2) * overdampedFreqScale(dampingRatio, 2 * Math.PI / 1.2);\n\t\t\tspringOptions.stiffness = root * root;\n\t\t\tspringOptions.damping = 2 * dampingRatio * Math.sqrt(springOptions.stiffness);\n\t\t} else {\n\t\t\tObject.assign(springOptions, findSpring(springOptions));\n\t\t\tspringOptions.isResolvedFromDuration = true;\n\t\t}\n\t\t/**\n\t\t* Time options can degenerate: a NaN bounce gives a NaN damping, an\n\t\t* infinite visualDuration a 0 stiffness, and findSpring NaN for both\n\t\t* when it doesn't converge. Replace the two together, so the\n\t\t* relationship duration resolution establishes between them is never\n\t\t* left half-overwritten.\n\t\t*/\n\t\tif (!isValidPhysics(springOptions.stiffness) || !isValidPhysics(springOptions.damping, true)) {\n\t\t\tspringOptions.stiffness = springDefaults.stiffness;\n\t\t\tspringOptions.damping = springDefaults.damping;\n\t\t}\n\t}\n\treturn springOptions;\n}\nfunction spring(optionsOrVisualDuration = springDefaults.visualDuration, bounce = springDefaults.bounce) {\n\tconst options = typeof optionsOrVisualDuration !== \"object\" ? {\n\t\tvisualDuration: optionsOrVisualDuration,\n\t\tkeyframes: [0, 1],\n\t\tbounce\n\t} : optionsOrVisualDuration;\n\tconst origin = options.keyframes[0];\n\tconst target = options.keyframes[options.keyframes.length - 1];\n\t/**\n\t* This is the Iterator-spec return value. We ensure it's mutable rather than using a generator\n\t* to reduce GC during animation.\n\t*/\n\tconst state = {\n\t\tdone: false,\n\t\tvalue: origin\n\t};\n\tconst { stiffness, damping, mass, duration, isResolvedFromDuration, isTimeDefined } = getSpringOptions({ ...options });\n\t/**\n\t* Time-defined springs ignore inherited velocity. Velocity from\n\t* interrupted animations causes massive oscillation on small-range\n\t* animations.\n\t*/\n\tconst inheritVelocity = (velocity) => isTimeDefined ? 0 : -millisecondsToSeconds(velocity);\n\tconst dampingRatio = damping / (2 * Math.sqrt(stiffness * mass));\n\tconst undampedAngularFreq = millisecondsToSeconds(Math.sqrt(stiffness / mass));\n\tconst decay = dampingRatio * undampedAngularFreq;\n\t/**\n\t* Everything that changes when the spring is retargeted: written by\n\t* retarget() and update(), read by the resolvers. Grouped on one object,\n\t* like the coefficients (c) below. Writing doubles to object fields\n\t* measured marginally faster than to captured let variables in optimised\n\t* code; neither allocates, so this is a grouping choice, not a GC one.\n\t*/\n\tconst s = {\n\t\ttarget,\n\t\tdelta: target - origin,\n\t\tvelocity: inheritVelocity(options.velocity || 0) || 0,\n\t\trestSpeed: 0,\n\t\trestDelta: 0\n\t};\n\t/**\n\t* If we're working on a granular scale, use smaller defaults for determining\n\t* when the spring is finished.\n\t*\n\t* These defaults have been selected empirically based on what strikes a good\n\t* ratio between feeling good and finishing as soon as changes are imperceptible.\n\t*/\n\tconst setRestThresholds = () => {\n\t\tconst isGranularScale = Math.abs(s.delta) < 5;\n\t\ts.restSpeed = options.restSpeed || (isGranularScale ? springDefaults.restSpeed.granular : springDefaults.restSpeed.default);\n\t\ts.restDelta = options.restDelta || (isGranularScale ? springDefaults.restDelta.granular : springDefaults.restDelta.default);\n\t};\n\tsetRestThresholds();\n\tlet resolveSpring;\n\tlet resolveVelocity;\n\t/**\n\t* Derives the coefficients that depend on origin, target and initial\n\t* velocity. Called once now and again whenever the spring is retargeted.\n\t*/\n\tlet update;\n\tif (dampingRatio < 1) {\n\t\tconst angularFreq = calcAngularFreq(undampedAngularFreq, dampingRatio);\n\t\t/**\n\t\t* A is the position coefficient, sinC/cosC the coefficients of the\n\t\t* analytical derivative (px/ms). The exp/sin/cos terms depend only\n\t\t* on t, so they're memoized by t independently of the target: a\n\t\t* spring retargeted every frame samples the same t each frame and\n\t\t* skips the transcendentals entirely.\n\t\t*/\n\t\tconst c = {\n\t\t\tA: 0,\n\t\t\tsinC: 0,\n\t\t\tcosC: 0,\n\t\t\tt: -1,\n\t\t\tenv: 0,\n\t\t\tsin: 0,\n\t\t\tcos: 0\n\t\t};\n\t\tupdate = () => {\n\t\t\tc.A = (s.velocity + decay * s.delta) / angularFreq;\n\t\t\tc.sinC = decay * c.A + s.delta * angularFreq;\n\t\t\tc.cosC = decay * s.delta - c.A * angularFreq;\n\t\t};\n\t\tconst sample = (t) => {\n\t\t\tif (t !== c.t) {\n\t\t\t\tc.t = t;\n\t\t\t\tc.env = Math.exp(-decay * t);\n\t\t\t\tc.sin = Math.sin(angularFreq * t);\n\t\t\t\tc.cos = Math.cos(angularFreq * t);\n\t\t\t}\n\t\t};\n\t\tresolveSpring = (t) => {\n\t\t\tsample(t);\n\t\t\treturn s.target - c.env * (c.A * c.sin + s.delta * c.cos);\n\t\t};\n\t\tresolveVelocity = (t) => {\n\t\t\tsample(t);\n\t\t\treturn c.env * (c.sinC * c.sin + c.cosC * c.cos);\n\t\t};\n\t} else if (dampingRatio === 1) {\n\t\tresolveSpring = (t) => s.target - Math.exp(-undampedAngularFreq * t) * (s.delta + (s.velocity + undampedAngularFreq * s.delta) * t);\n\t\tconst c = { C: 0 };\n\t\tupdate = () => {\n\t\t\tc.C = s.velocity + undampedAngularFreq * s.delta;\n\t\t};\n\t\tresolveVelocity = (t) => Math.exp(-undampedAngularFreq * t) * (undampedAngularFreq * c.C * t - s.velocity);\n\t} else {\n\t\t/**\n\t\t* Overdamped spring: the sum of a slow and a fast decaying\n\t\t* exponential, so no term can overflow however heavily it's damped.\n\t\t*/\n\t\tconst dampedAngularFreq = undampedAngularFreq * Math.sqrt(dampingRatio * dampingRatio - 1);\n\t\tconst slow = decay - dampedAngularFreq;\n\t\tconst fast = decay + dampedAngularFreq;\n\t\t/**\n\t\t* Physics-defined springs keep a non-physical limit: once\n\t\t* dampedAngularFreq * t passes 300, both terms decay at the damping\n\t\t* rate. Heavily overdamped drag springs (dragElastic: 0,\n\t\t* dragTransition) rely on this to settle almost at once rather than\n\t\t* creep at stiffness / damping. Negative bounce needs the exact\n\t\t* curve, so time-defined springs are exempt.\n\t\t*/\n\t\tconst limit = isTimeDefined ? Infinity : 300 / dampedAngularFreq;\n\t\tconst decayAt = (rate, t) => Math.exp(t > limit ? -rate * limit - decay * (t - limit) : -rate * t);\n\t\tconst c = {\n\t\t\tS: 0,\n\t\t\tF: 0\n\t\t};\n\t\tupdate = () => {\n\t\t\tconst P = (s.velocity + decay * s.delta) / dampedAngularFreq;\n\t\t\tc.S = (s.delta + P) / 2;\n\t\t\tc.F = (s.delta - P) / 2;\n\t\t};\n\t\tresolveSpring = (t) => s.target - c.S * decayAt(slow, t) - c.F * decayAt(fast, t);\n\t\tresolveVelocity = (t) => slow * c.S * decayAt(slow, t) + fast * c.F * decayAt(fast, t);\n\t}\n\tupdate();\n\tconst calculatedDuration = isResolvedFromDuration ? duration || null : null;\n\tconst generator = {\n\t\tcalculatedDuration,\n\t\t/**\n\t\t* Aim the spring at a new target from its current position and\n\t\t* velocity, reusing the resolved physics and closures.\n\t\t*/\n\t\tretarget: (keyframes, newVelocity) => {\n\t\t\ts.target = keyframes[keyframes.length - 1];\n\t\t\ts.delta = s.target - keyframes[0];\n\t\t\ts.velocity = inheritVelocity(newVelocity);\n\t\t\tif (!(options.restSpeed && options.restDelta)) setRestThresholds();\n\t\t\tgenerator.calculatedDuration = calculatedDuration;\n\t\t\tstate.done = false;\n\t\t\tupdate();\n\t\t},\n\t\tvelocity: (t) => secondsToMilliseconds(resolveVelocity(t)),\n\t\tnext: (t) => {\n\t\t\tconst current = resolveSpring(t);\n\t\t\tif (!isResolvedFromDuration) {\n\t\t\t\tconst currentVelocity = secondsToMilliseconds(resolveVelocity(t));\n\t\t\t\tstate.done = Math.abs(currentVelocity) <= s.restSpeed && Math.abs(s.target - current) <= s.restDelta;\n\t\t\t} else state.done = t >= duration;\n\t\t\tstate.value = state.done ? s.target : current;\n\t\t\treturn state;\n\t\t},\n\t\ttoString: () => {\n\t\t\tconst easingDuration = Math.min(calcGeneratorDuration(generator), maxGeneratorDuration);\n\t\t\tconst easing = generateLinearEasing((progress) => generator.next(easingDuration * progress).value, easingDuration, 30);\n\t\t\treturn easingDuration + \"ms \" + easing;\n\t\t},\n\t\ttoTransition: () => {}\n\t};\n\treturn generator;\n}\nspring.applyToOptions = (options) => {\n\tconst generatorOptions = createGeneratorEasing(options, 100, spring);\n\toptions.ease = generatorOptions.ease;\n\toptions.duration = secondsToMilliseconds(generatorOptions.duration);\n\toptions.type = \"keyframes\";\n\treturn options;\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/generators/inertia.mjs\nfunction inertia({ keyframes, velocity = 0, power = .8, timeConstant = 325, bounceDamping = 10, bounceStiffness = 500, modifyTarget, min, max, restDelta = .5, restSpeed }) {\n\tconst origin = keyframes[0];\n\tconst state = {\n\t\tdone: false,\n\t\tvalue: origin\n\t};\n\tconst isOutOfBounds = (v) => v < min || v > max;\n\tconst nearestBoundary = (v) => {\n\t\tif (min === void 0) return max;\n\t\tif (max === void 0) return min;\n\t\treturn Math.abs(min - v) < Math.abs(max - v) ? min : max;\n\t};\n\tlet amplitude = power * velocity;\n\tconst ideal = origin + amplitude;\n\tconst target = modifyTarget === void 0 ? ideal : modifyTarget(ideal);\n\t/**\n\t* If the target has changed we need to re-calculate the amplitude, otherwise\n\t* the animation will start from the wrong position.\n\t*/\n\tif (target !== ideal) amplitude = target - origin;\n\tconst calcDelta = (t) => -amplitude * Math.exp(-t / timeConstant);\n\tconst applyFriction = (t) => {\n\t\tconst delta = calcDelta(t);\n\t\tstate.done = Math.abs(delta) <= restDelta;\n\t\tstate.value = state.done ? target : target + delta;\n\t};\n\t/**\n\t* Ideally this would resolve for t in a stateless way, we could\n\t* do that by always precalculating the animation but as we know\n\t* this will be done anyway we can assume that spring will\n\t* be discovered during that.\n\t*/\n\tlet timeReachedBoundary;\n\tlet spring$1;\n\tconst checkCatchBoundary = (t) => {\n\t\tif (!isOutOfBounds(state.value)) return;\n\t\ttimeReachedBoundary = t;\n\t\tspring$1 = spring({\n\t\t\tkeyframes: [state.value, nearestBoundary(state.value)],\n\t\t\t/**\n\t\t\t* The friction curve is target + calcDelta(t), so its exact\n\t\t\t* derivative is -calcDelta(t) / timeConstant in units/ms,\n\t\t\t* converted here to the units/second expected by spring.\n\t\t\t*/\n\t\t\tvelocity: -calcDelta(t) / timeConstant * 1e3,\n\t\t\tdamping: bounceDamping,\n\t\t\tstiffness: bounceStiffness,\n\t\t\trestDelta,\n\t\t\trestSpeed\n\t\t});\n\t};\n\tcheckCatchBoundary(0);\n\treturn {\n\t\tcalculatedDuration: null,\n\t\tnext: (t) => {\n\t\t\t/**\n\t\t\t* We need to resolve the friction to figure out if we need a\n\t\t\t* spring but we don't want to do this twice per frame. So here\n\t\t\t* we flag if we updated for this frame and later if we did\n\t\t\t* we can skip doing it again.\n\t\t\t*/\n\t\t\tlet hasUpdatedFrame = false;\n\t\t\tif (!spring$1 && timeReachedBoundary === void 0) {\n\t\t\t\thasUpdatedFrame = true;\n\t\t\t\tapplyFriction(t);\n\t\t\t\tcheckCatchBoundary(t);\n\t\t\t}\n\t\t\t/**\n\t\t\t* If we have a spring and the provided t is beyond the moment the friction\n\t\t\t* animation crossed the min/max boundary, use the spring.\n\t\t\t*/\n\t\t\tif (timeReachedBoundary !== void 0 && t >= timeReachedBoundary) return spring$1.next(t - timeReachedBoundary);\n\t\t\telse {\n\t\t\t\t!hasUpdatedFrame && applyFriction(t);\n\t\t\t\treturn state;\n\t\t\t}\n\t\t}\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/interpolate.mjs\nfunction createMixers(output, ease, customMixer) {\n\tconst mixers = [];\n\tconst mixerFactory = customMixer || MotionGlobalConfig.mix || mix;\n\tconst numMixers = output.length - 1;\n\tfor (let i = 0; i < numMixers; i++) {\n\t\tlet mixer = mixerFactory(output[i], output[i + 1]);\n\t\tif (ease) {\n\t\t\tconst easingFunction = Array.isArray(ease) ? ease[i] || noop : ease;\n\t\t\tmixer = pipe(easingFunction, mixer);\n\t\t}\n\t\tmixers.push(mixer);\n\t}\n\treturn mixers;\n}\n/**\n* Create a function that maps from a numerical input array to a generic output array.\n*\n* Accepts:\n*   - Numbers\n*   - Colors (hex, hsl, hsla, rgb, rgba)\n*   - Complex (combinations of one or more numbers or strings)\n*\n* ```jsx\n* const mixColor = interpolate([0, 1], ['#fff', '#000'])\n*\n* mixColor(0.5) // 'rgba(128, 128, 128, 1)'\n* ```\n*\n* TODO Revisit this approach once we've moved to data models for values,\n* probably not needed to pregenerate mixer functions.\n*\n* @public\n*/\nfunction interpolate(input, output, { clamp: isClamp = true, ease, mixer } = {}) {\n\tconst inputLength = input.length;\n\tinvariant(inputLength === output.length, \"Both input and output ranges must be the same length\", \"range-length\");\n\t/**\n\t* If we're only provided a single input, we can just make a function\n\t* that returns the output.\n\t*/\n\tif (inputLength === 1) return () => output[0];\n\tif (inputLength === 2 && output[0] === output[1]) return () => output[1];\n\tconst isZeroDeltaRange = input[0] === input[1];\n\tif (input[0] > input[inputLength - 1]) {\n\t\tinput = [...input].reverse();\n\t\toutput = [...output].reverse();\n\t}\n\tconst mixers = createMixers(output, ease, mixer);\n\tconst numMixers = mixers.length;\n\tconst interpolator = (v) => {\n\t\tif (isZeroDeltaRange && v < input[0]) return output[0];\n\t\tlet i = 0;\n\t\tif (numMixers > 1) {\n\t\t\tfor (; i < input.length - 2; i++) if (v < input[i + 1]) break;\n\t\t}\n\t\tconst progressInRange = progress(input[i], input[i + 1], v);\n\t\treturn mixers[i](progressInRange);\n\t};\n\treturn isClamp ? (v) => interpolator(clamp(input[0], input[inputLength - 1], v)) : interpolator;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/keyframes/offsets/fill.mjs\nfunction fillOffset(offset, remaining) {\n\tconst min = offset[offset.length - 1];\n\tfor (let i = 1; i <= remaining; i++) {\n\t\tconst offsetProgress = progress(0, remaining, i);\n\t\toffset.push(mixNumber$1(min, 1, offsetProgress));\n\t}\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/keyframes/offsets/default.mjs\nfunction defaultOffset$1(arr) {\n\tconst offset = [0];\n\tfillOffset(offset, arr.length - 1);\n\treturn offset;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/keyframes/offsets/time.mjs\nfunction convertOffsetToTimes(offset, duration) {\n\treturn offset.map((o) => o * duration);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/generators/keyframes.mjs\nfunction defaultEasing(values, easing) {\n\treturn values.map(() => easing || easeInOut).splice(0, values.length - 1);\n}\nfunction keyframes({ duration = 300, keyframes: keyframeValues, times, ease = \"easeInOut\" }) {\n\t/**\n\t* Easing functions can be externally defined as strings. Here we convert them\n\t* into actual functions.\n\t*/\n\tconst easingFunctions = isEasingArray(ease) ? ease.map(easingDefinitionToFunction) : easingDefinitionToFunction(ease) || easeInOut;\n\t/**\n\t* This is the Iterator-spec return value. We ensure it's mutable rather than using a generator\n\t* to reduce GC during animation.\n\t*/\n\tconst state = {\n\t\tdone: false,\n\t\tvalue: keyframeValues[0]\n\t};\n\t/**\n\t* Fast setup path for two keyframes one easing.\n\t*/\n\tif (keyframeValues.length === 2 && !Array.isArray(easingFunctions) && (!times || times.length !== 2 || times[0] === 0 && times[1] === 1)) {\n\t\tconst [origin, target] = keyframeValues;\n\t\tconst mixer = origin === target ? void 0 : (MotionGlobalConfig.mix || mix)(origin, target);\n\t\treturn {\n\t\t\tcalculatedDuration: duration,\n\t\t\tnext: (t) => {\n\t\t\t\tstate.value = mixer ? mixer(easingFunctions(duration > 0 ? clamp(0, 1, t / duration) : 1)) : target;\n\t\t\t\tstate.done = t >= duration;\n\t\t\t\treturn state;\n\t\t\t}\n\t\t};\n\t}\n\t/**\n\t* Create a times array based on the provided 0-1 offsets\n\t*/\n\tconst absoluteTimes = convertOffsetToTimes(times && times.length === keyframeValues.length ? times : defaultOffset$1(keyframeValues), duration);\n\tconst mapTimeToKeyframe = interpolate(absoluteTimes, keyframeValues, { ease: Array.isArray(easingFunctions) ? easingFunctions : defaultEasing(keyframeValues, easingFunctions) });\n\treturn {\n\t\tcalculatedDuration: duration,\n\t\tnext: (t) => {\n\t\t\tstate.value = mapTimeToKeyframe(t);\n\t\t\tstate.done = t >= duration;\n\t\t\treturn state;\n\t\t}\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/generators/utils/velocity.mjs\nconst velocitySampleDuration = 5;\nfunction getGeneratorVelocity(resolveValue, t, current) {\n\tconst prevT = Math.max(t - velocitySampleDuration, 0);\n\treturn velocityPerSecond(current - resolveValue(prevT), t - prevT);\n}\n/**\n* A generator's velocity at time t in units/second: analytical where the\n* generator provides it (springs), otherwise by finite difference. Before\n* the animation has started this is its initial velocity.\n*/\nfunction calcGeneratorVelocity(generator, t, initialVelocity = 0) {\n\tif (t <= 0) return initialVelocity;\n\treturn generator.velocity ? generator.velocity(t) : getGeneratorVelocity((s) => generator.next(s).value, t, generator.next(t).value);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/keyframes/get-final.mjs\nconst isNotNull = (value) => value !== null;\nfunction getFinalKeyframe(keyframes, { repeat, repeatType = \"loop\" }, finalKeyframe, speed = 1) {\n\tconst resolvedKeyframes = keyframes.filter(isNotNull);\n\tconst index = speed < 0 || repeat && repeatType !== \"loop\" && repeat % 2 === 1 ? 0 : resolvedKeyframes.length - 1;\n\treturn !index || finalKeyframe === void 0 ? resolvedKeyframes[index] : finalKeyframe;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/replace-transition-type.mjs\nconst transitionTypeMap = {\n\tdecay: inertia,\n\tinertia,\n\ttween: keyframes,\n\tkeyframes,\n\tspring\n};\nfunction replaceTransitionType(transition) {\n\tif (typeof transition.type === \"string\") transition.type = transitionTypeMap[transition.type];\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/resolve-start-time.mjs\n/**\n* If an animation's keyframes resolve, or its first frame renders, more than\n* this long after its start time, it starts from then instead. While we prefer\n* to \"start\" an animation as soon as it's triggered, this avoids a visual jump\n* into it after main thread work.\n*\n* Manual timing steps frames by however long it likes, so never lags.\n*/\nconst MAX_START_DELAY = 40;\nconst resolveStartTime = (startTime, now) => now - startTime > MAX_START_DELAY && !MotionGlobalConfig.useManualTiming ? now : startTime;\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/notify-inspector.mjs\nfunction baseRecord(kind, animation) {\n\treturn {\n\t\tkind,\n\t\tanimation,\n\t\ttimestamp: time.now(),\n\t\tframeTimestamp: frameData.timestamp,\n\t\tframeIsProcessing: frameData.isProcessing\n\t};\n}\n/**\n* Notify an optional inspector without adding a public Motion API.\n*\n* The record is a raw firehose: the live animation handle, the concrete\n* animation's internal options object untouched (timing fields in\n* internal milliseconds, name/keyframes/element/motionValue still\n* attached), a timestamp and the raw frameloop state at notify time.\n* All interpretation belongs to the consumer behind\n* globalThis.__MOTION_INSPECT__.\n*/\nfunction notifyAnimationStart(animation, options, transition) {\n\tconst notify = globalThis.__MOTION_INSPECT__;\n\tif (!notify) return;\n\ttry {\n\t\tnotify({\n\t\t\t...baseRecord(\"animation-start\", animation),\n\t\t\toptions: transition ? {\n\t\t\t\t...options,\n\t\t\t\t...transition\n\t\t\t} : options\n\t\t});\n\t} catch {}\n}\n/**\n* Layout animations drive a projection node's progress rather than a\n* property, so the record forwards the live node itself: it carries the\n* DOM instance, the layout options (layoutId) and the progress handle.\n* Fired inside the frame.update that starts the animation, so nodes\n* animating in the same layout commit share frameTimestamp.\n*/\nfunction notifyLayoutAnimationStart(animation, node) {\n\tconst notify = globalThis.__MOTION_INSPECT__;\n\tif (!notify) return;\n\ttry {\n\t\tnotify({\n\t\t\t...baseRecord(\"layout-animation-start\", animation),\n\t\t\tnode\n\t\t});\n\t} catch {}\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/WithPromise.mjs\nvar WithPromise = class {\n\tconstructor() {\n\t\tthis.isResolved = false;\n\t}\n\tget finished() {\n\t\tif (!this._finished) this._finished = this.isResolved ? Promise.resolve() : new Promise((resolve) => {\n\t\t\tthis._resolve = resolve;\n\t\t});\n\t\treturn this._finished;\n\t}\n\tupdateFinished() {\n\t\tthis._finished = this._resolve = void 0;\n\t\tthis.isResolved = false;\n\t}\n\tnotifyFinished() {\n\t\tthis.isResolved = true;\n\t\tthis._resolve?.();\n\t}\n\t/**\n\t* Allows the animation to be awaited.\n\t*\n\t* @deprecated Use `finished` instead.\n\t*/\n\tthen(onResolve, onReject) {\n\t\treturn this.finished.then(onResolve, onReject);\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/JSAnimation.mjs\nconst percentToProgress = (percent) => percent / 100;\nvar JSAnimation = class extends WithPromise {\n\tconstructor(options) {\n\t\tsuper();\n\t\tthis.state = \"idle\";\n\t\tthis.startTime = null;\n\t\tthis.isStopped = false;\n\t\t/**\n\t\t* The current time of the animation.\n\t\t*/\n\t\tthis.currentTime = 0;\n\t\t/**\n\t\t* The time at which the animation was paused.\n\t\t*/\n\t\tthis.holdTime = null;\n\t\t/**\n\t\t* Playback speed as a factor. 0 would be stopped, -1 reverse and 2 double speed.\n\t\t*/\n\t\tthis.playbackSpeed = 1;\n\t\t/**\n\t\t* Reusable state object for the delay phase to avoid\n\t\t* allocating a new object every frame.\n\t\t*/\n\t\tthis.delayState = {\n\t\t\tdone: false,\n\t\t\tvalue: void 0\n\t\t};\n\t\t/**\n\t\t* This method is bound to the instance to fix a pattern where\n\t\t* animation.stop is returned as a reference from a useEffect.\n\t\t*/\n\t\tthis.stop = () => {\n\t\t\tconst { motionValue } = this.options;\n\t\t\tif (motionValue && motionValue.updatedAt !== time.now()) this.tick(time.now());\n\t\t\tthis.isStopped = true;\n\t\t\tif (this.state === \"idle\") return;\n\t\t\tthis.teardown();\n\t\t\tthis.options.onStop?.();\n\t\t};\n\t\tthis.options = options;\n\t\tthis.initAnimation();\n\t\tthis.play();\n\t\tif (options.autoplay === false) this.pause();\n\t\tnotifyAnimationStart(this, this.options);\n\t}\n\tinitAnimation() {\n\t\tconst { options } = this;\n\t\treplaceTransitionType(options);\n\t\tconst { type = keyframes, repeat = 0, repeatDelay = 0, repeatType, velocity = 0 } = options;\n\t\tlet { keyframes: keyframes$1 } = options;\n\t\tconst generatorFactory = type || keyframes;\n\t\tif (generatorFactory !== keyframes && typeof keyframes$1[0] !== \"number\") {\n\t\t\tthis.mixKeyframes = pipe(percentToProgress, mix(keyframes$1[0], keyframes$1[1]));\n\t\t\tkeyframes$1 = [0, 100];\n\t\t}\n\t\tconst generator = generatorFactory(keyframes$1 === options.keyframes ? options : {\n\t\t\t...options,\n\t\t\tkeyframes: keyframes$1\n\t\t});\n\t\t/**\n\t\t* If we have a mirror repeat type we need to create a second generator that outputs the\n\t\t* mirrored (not reversed) animation and later ping pong between the two generators.\n\t\t*/\n\t\tif (repeatType === \"mirror\") this.mirroredGenerator = generatorFactory({\n\t\t\t...options,\n\t\t\tkeyframes: [...keyframes$1].reverse(),\n\t\t\tvelocity: -velocity\n\t\t});\n\t\t/**\n\t\t* If duration is undefined and we have repeat options,\n\t\t* we need to calculate a duration from the generator.\n\t\t*\n\t\t* We set it to the generator itself to cache the duration.\n\t\t* Any timeline resolver will need to have already precalculated\n\t\t* the duration by this step.\n\t\t*/\n\t\tif (generator.calculatedDuration === null) generator.calculatedDuration = calcGeneratorDuration(generator);\n\t\tconst { calculatedDuration } = generator;\n\t\tthis.calculatedDuration = calculatedDuration;\n\t\tthis.resolvedDuration = calculatedDuration + repeatDelay;\n\t\tthis.totalDuration = this.resolvedDuration * (repeat + 1) - repeatDelay;\n\t\tthis.generator = generator;\n\t}\n\tupdateTime(timestamp) {\n\t\tconst animationTime = Math.round(timestamp - this.startTime) * this.playbackSpeed;\n\t\tif (this.holdTime !== null) this.currentTime = this.holdTime;\n\t\telse this.currentTime = animationTime;\n\t}\n\ttick(timestamp, sample = false) {\n\t\tconst { generator, totalDuration, mixKeyframes, mirroredGenerator, resolvedDuration, calculatedDuration } = this;\n\t\tif (this.startTime === null) return generator.next(0);\n\t\tconst { delay = 0, keyframes, repeat, repeatType, repeatDelay, type, onUpdate, finalKeyframe } = this.options;\n\t\tif (this.startTime === this.pendingStartTime) this.startTime = resolveStartTime(this.startTime, timestamp);\n\t\tthis.pendingStartTime = void 0;\n\t\t/**\n\t\t* requestAnimationFrame timestamps can come through as lower than\n\t\t* the startTime as set by performance.now(). Here we prevent this,\n\t\t* though in the future it could be possible to make setting startTime\n\t\t* a pending operation that gets resolved here.\n\t\t*/\n\t\tif (this.speed > 0) this.startTime = Math.min(this.startTime, timestamp);\n\t\telse if (this.speed < 0) this.startTime = Math.min(timestamp - totalDuration / this.speed, this.startTime);\n\t\tif (sample) this.currentTime = timestamp;\n\t\telse this.updateTime(timestamp);\n\t\tconst timeWithoutDelay = this.currentTime - delay * (this.playbackSpeed >= 0 ? 1 : -1);\n\t\tconst isInDelayPhase = this.playbackSpeed >= 0 ? timeWithoutDelay < 0 : timeWithoutDelay > totalDuration;\n\t\tthis.currentTime = Math.max(timeWithoutDelay, 0);\n\t\tif (this.state === \"finished\" && this.holdTime === null) this.currentTime = totalDuration;\n\t\tlet elapsed = this.currentTime;\n\t\tlet frameGenerator = generator;\n\t\tif (repeat) {\n\t\t\t/**\n\t\t\t* Get the current progress (0-1) of the animation. If t is >\n\t\t\t* than duration we'll get values like 2.5 (midway through the\n\t\t\t* third iteration)\n\t\t\t*/\n\t\t\tconst progress = Math.min(this.currentTime, totalDuration) / resolvedDuration;\n\t\t\t/**\n\t\t\t* Get the current iteration (0 indexed). For instance the floor of\n\t\t\t* 2.5 is 2.\n\t\t\t*/\n\t\t\tlet currentIteration = Math.floor(progress);\n\t\t\t/**\n\t\t\t* Get the current progress of the iteration by taking the remainder\n\t\t\t* so 2.5 is 0.5 through iteration 2\n\t\t\t*/\n\t\t\tlet iterationProgress = progress % 1;\n\t\t\t/**\n\t\t\t* If iteration progress is 1 we count that as the end\n\t\t\t* of the previous iteration.\n\t\t\t*/\n\t\t\tif (!iterationProgress && progress >= 1) iterationProgress = 1;\n\t\t\titerationProgress === 1 && currentIteration--;\n\t\t\tcurrentIteration = Math.min(currentIteration, repeat + 1);\n\t\t\tif (Boolean(currentIteration % 2)) {\n\t\t\t\tif (repeatType === \"reverse\") {\n\t\t\t\t\titerationProgress = 1 - iterationProgress;\n\t\t\t\t\tif (repeatDelay) iterationProgress -= repeatDelay / resolvedDuration;\n\t\t\t\t} else if (repeatType === \"mirror\") frameGenerator = mirroredGenerator;\n\t\t\t}\n\t\t\telapsed = clamp(0, 1, iterationProgress) * resolvedDuration;\n\t\t}\n\t\t/**\n\t\t* If we're in negative time, set state as the initial keyframe.\n\t\t* This prevents delay: x, duration: 0 animations from finishing\n\t\t* instantly.\n\t\t*/\n\t\tlet state;\n\t\tif (isInDelayPhase) {\n\t\t\tthis.delayState.value = keyframes[0];\n\t\t\tstate = this.delayState;\n\t\t} else state = frameGenerator.next(elapsed);\n\t\tif (mixKeyframes && !isInDelayPhase) state.value = mixKeyframes(state.value);\n\t\tlet { done } = state;\n\t\tif (!isInDelayPhase && calculatedDuration !== null) done = this.playbackSpeed >= 0 ? this.currentTime >= totalDuration : this.currentTime <= 0;\n\t\tconst isAnimationFinished = this.holdTime === null && (this.state === \"finished\" || this.state === \"running\" && done);\n\t\tif (isAnimationFinished && type !== inertia) state.value = getFinalKeyframe(keyframes, this.options, finalKeyframe, this.speed);\n\t\tif (onUpdate) onUpdate(state.value);\n\t\tif (isAnimationFinished) this.finish();\n\t\treturn state;\n\t}\n\t/**\n\t* Allows the returned animation to be awaited or promise-chained. Currently\n\t* resolves when the animation finishes at all but in a future update could/should\n\t* reject if its cancels.\n\t*/\n\tthen(resolve, reject) {\n\t\treturn this.finished.then(resolve, reject);\n\t}\n\tget duration() {\n\t\treturn millisecondsToSeconds(this.calculatedDuration);\n\t}\n\tget iterationDuration() {\n\t\tconst { delay = 0 } = this.options || {};\n\t\treturn this.duration + millisecondsToSeconds(delay);\n\t}\n\tget time() {\n\t\treturn millisecondsToSeconds(this.currentTime);\n\t}\n\tset time(newTime) {\n\t\tnewTime = secondsToMilliseconds(newTime);\n\t\tthis.currentTime = newTime;\n\t\tif (this.startTime === null || this.holdTime !== null || this.playbackSpeed === 0) this.holdTime = newTime;\n\t\telse if (this.driver) this.startTime = this.driver.now() - newTime / this.playbackSpeed;\n\t\tif (this.driver) this.driver.start(false);\n\t\telse {\n\t\t\tthis.startTime = 0;\n\t\t\tthis.state = \"paused\";\n\t\t\tthis.holdTime = newTime;\n\t\t\tthis.tick(newTime);\n\t\t}\n\t}\n\t/**\n\t* Returns the generator's velocity at the current time in units/second.\n\t* Uses the analytical derivative when available (springs), avoiding\n\t* the MotionValue's frame-dependent velocity estimation.\n\t*/\n\tgetGeneratorVelocity() {\n\t\treturn calcGeneratorVelocity(this.generator, this.currentTime, this.options.velocity);\n\t}\n\tget speed() {\n\t\treturn this.playbackSpeed;\n\t}\n\tset speed(newSpeed) {\n\t\tconst hasChanged = this.playbackSpeed !== newSpeed;\n\t\tif (hasChanged && this.driver) this.updateTime(time.now());\n\t\tthis.playbackSpeed = newSpeed;\n\t\tif (hasChanged && this.driver) this.time = millisecondsToSeconds(this.currentTime);\n\t}\n\tplay() {\n\t\tif (this.isStopped) return;\n\t\tconst { driver = frameloopDriver, startTime } = this.options;\n\t\tif (!this.driver) this.driver = driver((timestamp) => this.tick(timestamp));\n\t\tthis.options.onPlay?.();\n\t\tconst now = this.driver.now();\n\t\tif (this.state === \"finished\") {\n\t\t\tthis.updateFinished();\n\t\t\tthis.startTime = now;\n\t\t} else if (this.holdTime !== null) this.startTime = now - this.holdTime / (this.playbackSpeed || 1);\n\t\telse if (!this.startTime) this.startTime = startTime ?? (this.pendingStartTime = now);\n\t\tif (this.state === \"finished\" && this.speed < 0) this.startTime += this.calculatedDuration;\n\t\tthis.holdTime = null;\n\t\t/**\n\t\t* Set playState to running only after we've used it in\n\t\t* the previous logic.\n\t\t*/\n\t\tthis.state = \"running\";\n\t\tthis.driver.start();\n\t}\n\tpause() {\n\t\tthis.state = \"paused\";\n\t\tthis.updateTime(time.now());\n\t\tthis.holdTime = this.currentTime;\n\t}\n\tcomplete() {\n\t\tif (this.state !== \"running\") this.play();\n\t\tthis.state = \"finished\";\n\t\tthis.holdTime = null;\n\t}\n\tfinish() {\n\t\tthis.notifyFinished();\n\t\tthis.teardown();\n\t\tthis.state = \"finished\";\n\t\tthis.options.onComplete?.();\n\t}\n\tcancel() {\n\t\tthis.holdTime = null;\n\t\tthis.startTime = 0;\n\t\tthis.tick(0);\n\t\tthis.teardown();\n\t\tthis.options.onCancel?.();\n\t}\n\tteardown() {\n\t\tthis.state = \"idle\";\n\t\tthis.stopDriver();\n\t\tthis.startTime = this.holdTime = null;\n\t}\n\tstopDriver() {\n\t\tif (!this.driver) return;\n\t\tthis.driver.stop();\n\t\tthis.driver = void 0;\n\t}\n\tsample(sampleTime) {\n\t\tthis.startTime = 0;\n\t\treturn this.tick(sampleTime, true);\n\t}\n\tattachTimeline(timeline) {\n\t\tif (this.options.allowFlatten) {\n\t\t\tthis.options.type = \"keyframes\";\n\t\t\tthis.options.ease = \"linear\";\n\t\t\tthis.initAnimation();\n\t\t}\n\t\tthis.driver?.stop();\n\t\treturn timeline.observe(this);\n\t}\n};\nfunction animateValue(options) {\n\treturn new JSAnimation(options);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/complex/filter.mjs\n/**\n* Properties that should default to 1 or 100%\n*/\nconst maxDefaults = /* @__PURE__ */ new Set([\n\t\"brightness\",\n\t\"contrast\",\n\t\"saturate\",\n\t\"opacity\"\n]);\nfunction applyDefaultFilter(v) {\n\tconst [name, value] = v.slice(0, -1).split(\"(\");\n\tif (name === \"drop-shadow\") return v;\n\tconst [number] = value.match(floatRegex) || [];\n\tif (!number) return v;\n\tconst unit = value.replace(number, \"\");\n\tlet defaultValue = maxDefaults.has(name) ? 1 : 0;\n\tif (number !== value) defaultValue *= 100;\n\treturn name + \"(\" + defaultValue + unit + \")\";\n}\nconst functionRegex = /\\b([a-z-]*)\\(.*?\\)/gu;\nconst filter = {\n\t...complex,\n\tgetAnimatableNone: (v) => {\n\t\tconst functions = v.match(functionRegex);\n\t\treturn functions ? functions.map(applyDefaultFilter).join(\" \") : v;\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/complex/mask.mjs\nconst mask = {\n\t...complex,\n\tgetAnimatableNone: (v) => {\n\t\tconst parsed = complex.parse(v);\n\t\treturn complex.createTransformer(v)(parsed.map((v) => typeof v === \"number\" ? 0 : typeof v === \"object\" ? {\n\t\t\t...v,\n\t\t\talpha: 1\n\t\t} : v));\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/int.mjs\nconst int = {\n\t...number,\n\ttransform: Math.round\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/maps/transform.mjs\nconst transformValueTypes = {\n\trotate: degrees,\n\t/**\n\t* Internal channel for `transition.path` orientToPath. Composed onto\n\t* `rotate` at the transform-build sites so the user's `rotate` is\n\t* never read or overwritten. Not part of `transformPropOrder`.\n\t*/\n\tpathRotation: degrees,\n\trotateX: degrees,\n\trotateY: degrees,\n\trotateZ: degrees,\n\tscale,\n\tscaleX: scale,\n\tscaleY: scale,\n\tscaleZ: scale,\n\tskew: degrees,\n\tskewX: degrees,\n\tskewY: degrees,\n\tdistance: px,\n\ttranslateX: px,\n\ttranslateY: px,\n\ttranslateZ: px,\n\tx: px,\n\ty: px,\n\tz: px,\n\tperspective: px,\n\ttransformPerspective: px,\n\topacity: alpha,\n\toriginX: progressPercentage,\n\toriginY: progressPercentage,\n\toriginZ: px\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/maps/number.mjs\nconst numberValueTypes = {\n\tborderWidth: px,\n\tborderTopWidth: px,\n\tborderRightWidth: px,\n\tborderBottomWidth: px,\n\tborderLeftWidth: px,\n\tborderRadius: px,\n\tborderTopLeftRadius: px,\n\tborderTopRightRadius: px,\n\tborderBottomRightRadius: px,\n\tborderBottomLeftRadius: px,\n\twidth: px,\n\tmaxWidth: px,\n\theight: px,\n\tmaxHeight: px,\n\ttop: px,\n\tright: px,\n\tbottom: px,\n\tleft: px,\n\tinset: px,\n\tinsetBlock: px,\n\tinsetBlockStart: px,\n\tinsetBlockEnd: px,\n\tinsetInline: px,\n\tinsetInlineStart: px,\n\tinsetInlineEnd: px,\n\tpadding: px,\n\tpaddingTop: px,\n\tpaddingRight: px,\n\tpaddingBottom: px,\n\tpaddingLeft: px,\n\tpaddingBlock: px,\n\tpaddingBlockStart: px,\n\tpaddingBlockEnd: px,\n\tpaddingInline: px,\n\tpaddingInlineStart: px,\n\tpaddingInlineEnd: px,\n\tmargin: px,\n\tmarginTop: px,\n\tmarginRight: px,\n\tmarginBottom: px,\n\tmarginLeft: px,\n\tmarginBlock: px,\n\tmarginBlockStart: px,\n\tmarginBlockEnd: px,\n\tmarginInline: px,\n\tmarginInlineStart: px,\n\tmarginInlineEnd: px,\n\tfontSize: px,\n\tbackgroundPositionX: px,\n\tbackgroundPositionY: px,\n\t...transformValueTypes,\n\tzIndex: int,\n\tfillOpacity: alpha,\n\tstrokeOpacity: alpha,\n\tnumOctaves: int\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/maps/defaults.mjs\n/**\n* A map of default value types for common values\n*/\nconst defaultValueTypes = {\n\t...numberValueTypes,\n\tcolor,\n\tbackgroundColor: color,\n\toutlineColor: color,\n\tfill: color,\n\tstroke: color,\n\tborderColor: color,\n\tborderTopColor: color,\n\tborderRightColor: color,\n\tborderBottomColor: color,\n\tborderLeftColor: color,\n\tfilter,\n\tWebkitFilter: filter,\n\tmask,\n\tWebkitMask: mask\n};\n/**\n* Gets the default ValueType for the provided value key\n*/\nconst getDefaultValueType = (key) => defaultValueTypes[key];\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/utils/animatable-none.mjs\nconst customTypes = /*@__PURE__*/ new Set([filter, mask]);\nfunction getAnimatableNone(key, value) {\n\tlet defaultValueType = getDefaultValueType(key);\n\tif (!customTypes.has(defaultValueType)) defaultValueType = complex;\n\treturn defaultValueType.getAnimatableNone ? defaultValueType.getAnimatableNone(value) : void 0;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/keyframes/utils/fill-wildcards.mjs\nfunction fillWildcards(keyframes) {\n\tfor (let i = 1; i < keyframes.length; i++) keyframes[i] ?? (keyframes[i] = keyframes[i - 1]);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/dom/parse-transform.mjs\nconst radToDeg = (rad) => rad * 180 / Math.PI;\nconst rotate = (v) => {\n\tconst angle = radToDeg(Math.atan2(v[1], v[0]));\n\treturn rebaseAngle(angle);\n};\nconst matrix2dParsers = {\n\tx: 4,\n\ty: 5,\n\ttranslateX: 4,\n\ttranslateY: 5,\n\tscaleX: 0,\n\tscaleY: 3,\n\tscale: (v) => (Math.abs(v[0]) + Math.abs(v[3])) / 2,\n\trotate,\n\trotateZ: rotate,\n\tskewX: (v) => radToDeg(Math.atan(v[1])),\n\tskewY: (v) => radToDeg(Math.atan(v[2])),\n\tskew: (v) => (Math.abs(v[1]) + Math.abs(v[2])) / 2\n};\nconst rebaseAngle = (angle) => {\n\tangle = angle % 360;\n\tif (angle < 0) angle += 360;\n\treturn angle;\n};\nconst rotateZ = rotate;\nconst scaleX = (v) => Math.sqrt(v[0] * v[0] + v[1] * v[1]);\nconst scaleY = (v) => Math.sqrt(v[4] * v[4] + v[5] * v[5]);\nconst matrix3dParsers = {\n\tx: 12,\n\ty: 13,\n\tz: 14,\n\ttranslateX: 12,\n\ttranslateY: 13,\n\ttranslateZ: 14,\n\tscaleX,\n\tscaleY,\n\tscale: (v) => (scaleX(v) + scaleY(v)) / 2,\n\trotateX: (v) => rebaseAngle(radToDeg(Math.atan2(v[6], v[5]))),\n\trotateY: (v) => rebaseAngle(radToDeg(Math.atan2(-v[2], v[0]))),\n\trotateZ,\n\trotate: rotateZ,\n\tskewX: (v) => radToDeg(Math.atan(v[4])),\n\tskewY: (v) => radToDeg(Math.atan(v[1])),\n\tskew: (v) => (Math.abs(v[1]) + Math.abs(v[4])) / 2\n};\nfunction defaultTransformValue(name) {\n\treturn name.includes(\"scale\") ? 1 : 0;\n}\nfunction parseValueFromTransform(transform, name) {\n\tif (!transform || transform === \"none\") return defaultTransformValue(name);\n\tconst matrix3dMatch = transform.match(/^matrix3d\\(([-\\d.e\\s,]+)\\)$/u);\n\tlet parsers;\n\tlet match;\n\tif (matrix3dMatch) {\n\t\tparsers = matrix3dParsers;\n\t\tmatch = matrix3dMatch;\n\t} else {\n\t\tconst matrix2dMatch = transform.match(/^matrix\\(([-\\d.e\\s,]+)\\)$/u);\n\t\tparsers = matrix2dParsers;\n\t\tmatch = matrix2dMatch;\n\t}\n\tif (!match) return defaultTransformValue(name);\n\tconst valueParser = parsers[name];\n\tconst values = match[1].split(\",\").map(convertTransformToNumber);\n\treturn typeof valueParser === \"function\" ? valueParser(values) : values[valueParser];\n}\nconst readTransformValue = (instance, name) => {\n\tconst { transform = \"none\" } = getComputedStyle(instance);\n\treturn parseValueFromTransform(transform, name);\n};\nfunction convertTransformToNumber(value) {\n\treturn parseFloat(value.trim());\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/keys-transform.mjs\n/**\n* Generate a list of every possible transform key.\n*/\nconst transformPropOrder = [\n\t\"transformPerspective\",\n\t\"x\",\n\t\"y\",\n\t\"z\",\n\t\"translateX\",\n\t\"translateY\",\n\t\"translateZ\",\n\t\"scale\",\n\t\"scaleX\",\n\t\"scaleY\",\n\t\"rotate\",\n\t\"rotateX\",\n\t\"rotateY\",\n\t\"rotateZ\",\n\t\"skew\",\n\t\"skewX\",\n\t\"skewY\"\n];\n/**\n* A quick lookup for transform props.\n*\n* `pathRotation` is a transform for routing purposes (skipped from raw\n* style application, wired to the transform composite, flags transform\n* dirty) but is intentionally NOT in `transformPropOrder` — it is\n* composed onto `rotate` at the build sites, not serialized in its own\n* slot, and must stay out of the order-array consumers (parse-transform,\n* unit-conversion, keys-position).\n*/\nconst transformProps = /*@__PURE__*/ (() => /* @__PURE__ */ new Set([...transformPropOrder, \"pathRotation\"]))();\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/keyframes/utils/unit-conversion.mjs\nconst isNumOrPxType = (v) => v === number || v === px;\nconst transformKeys = /* @__PURE__ */ new Set([\n\t\"x\",\n\t\"y\",\n\t\"z\"\n]);\nconst nonTranslationalTransformKeys = transformPropOrder.filter((key) => !transformKeys.has(key));\n/**\n* Reset any bounding box-changing transforms so the element can be\n* measured. Returns the values to restore. Values already at their\n* default don't change the box, so they're left alone: an element with\n* only `rotate: 0` doesn't need to be re-rendered before measuring.\n*/\nfunction removeNonTranslationalTransform(visualElement) {\n\tconst removedTransforms = [];\n\tnonTranslationalTransformKeys.forEach((key) => {\n\t\tconst value = visualElement.getValue(key);\n\t\tif (value !== void 0) {\n\t\t\tconst current = value.get();\n\t\t\tconst reset = key.startsWith(\"scale\") ? 1 : 0;\n\t\t\tif (current === reset) return;\n\t\t\tremovedTransforms.push([key, current]);\n\t\t\tvalue.set(reset);\n\t\t}\n\t});\n\treturn removedTransforms;\n}\n/**\n* Values that can only be measured from the bounding box. Elements with\n* these values need bounding box-changing transforms removed first.\n*/\nconst boxDependentValues = /* @__PURE__ */ new Set([\"bottom\", \"right\"]);\n/**\n* Computed width/height is already in pixels and unaffected by\n* transforms. It's \"auto\" for elements without a layout box (e.g. inline),\n* in which case we fall back to measuring the bounding box.\n*/\nfunction measureDimension(computed, measureBox, axis, paddingStart, paddingEnd, boxSizing) {\n\tconst px = parseFloat(computed);\n\tif (!isNaN(px)) return px;\n\tconst { min, max } = measureBox()[axis];\n\tconst size = max - min;\n\treturn boxSizing === \"border-box\" ? size : size - parseFloat(paddingStart) - parseFloat(paddingEnd);\n}\nconst positionalValues = {\n\twidth: ({ width, paddingLeft = \"0\", paddingRight = \"0\", boxSizing }, measureBox) => measureDimension(width, measureBox, \"x\", paddingLeft, paddingRight, boxSizing),\n\theight: ({ height, paddingTop = \"0\", paddingBottom = \"0\", boxSizing }, measureBox) => measureDimension(height, measureBox, \"y\", paddingTop, paddingBottom, boxSizing),\n\ttop: ({ top }) => parseFloat(top),\n\tleft: ({ left }) => parseFloat(left),\n\tbottom: ({ top }, measureBox) => {\n\t\tconst { y } = measureBox();\n\t\treturn parseFloat(top) + (y.max - y.min);\n\t},\n\tright: ({ left }, measureBox) => {\n\t\tconst { x } = measureBox();\n\t\treturn parseFloat(left) + (x.max - x.min);\n\t},\n\tx: ({ transform }) => parseValueFromTransform(transform, \"x\"),\n\ty: ({ transform }) => parseValueFromTransform(transform, \"y\")\n};\npositionalValues.translateX = positionalValues.x;\npositionalValues.translateY = positionalValues.y;\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/keyframes/KeyframesResolver.mjs\nconst toResolve = /* @__PURE__ */ new Set();\nlet isScheduled = false;\nlet anyNeedsMeasurement = false;\nlet isForced = false;\nfunction measureAllKeyframes() {\n\tif (anyNeedsMeasurement) {\n\t\tconst resolversToMeasure = [];\n\t\tconst elementsToMeasure = /* @__PURE__ */ new Set();\n\t\tconst elementsToUntransform = /* @__PURE__ */ new Set();\n\t\ttoResolve.forEach((resolver) => {\n\t\t\tif (!resolver.needsMeasurement) return;\n\t\t\tresolversToMeasure.push(resolver);\n\t\t\telementsToMeasure.add(resolver.element);\n\t\t\tif (boxDependentValues.has(resolver.name)) elementsToUntransform.add(resolver.element);\n\t\t});\n\t\tconst transformsToRestore = /* @__PURE__ */ new Map();\n\t\t/**\n\t\t* Write pass\n\t\t* Values measured from the bounding box need bounding box-changing\n\t\t* transforms removed first. Values read from computed style don't.\n\t\t*/\n\t\telementsToUntransform.forEach((element) => {\n\t\t\tconst removedTransforms = removeNonTranslationalTransform(element);\n\t\t\tif (!removedTransforms.length) return;\n\t\t\ttransformsToRestore.set(element, removedTransforms);\n\t\t\telement.render();\n\t\t});\n\t\tresolversToMeasure.forEach((resolver) => resolver.measureInitialState());\n\t\telementsToMeasure.forEach((element) => {\n\t\t\telement.render();\n\t\t\tconst restore = transformsToRestore.get(element);\n\t\t\tif (restore) restore.forEach(([key, value]) => {\n\t\t\t\telement.getValue(key)?.set(value);\n\t\t\t});\n\t\t});\n\t\tresolversToMeasure.forEach((resolver) => resolver.measureEndState());\n\t\tresolversToMeasure.forEach((resolver) => {\n\t\t\tif (resolver.suspendedScrollY !== void 0) window.scrollTo(0, resolver.suspendedScrollY);\n\t\t});\n\t}\n\tanyNeedsMeasurement = false;\n\tisScheduled = false;\n\ttoResolve.forEach((resolver) => resolver.complete(isForced));\n\ttoResolve.clear();\n}\nfunction readAllKeyframes() {\n\ttoResolve.forEach((resolver) => {\n\t\tresolver.readKeyframes();\n\t\tif (resolver.needsMeasurement) anyNeedsMeasurement = true;\n\t});\n}\nfunction flushKeyframeResolvers() {\n\tisForced = true;\n\treadAllKeyframes();\n\tmeasureAllKeyframes();\n\tisForced = false;\n}\n/**\n* Normalise a value read from the subject into an animation origin: a\n* number read as a string (\"0\", \"200\") becomes a number, and a value\n* that isn't animatable (e.g. \"none\") but whose target is becomes an\n* animatable zero in the shape of the target.\n*/\nfunction readOrigin(value, name, target) {\n\tif (typeof value === \"string\") {\n\t\tif (isNumericalString(value) || isZeroValueString(value)) return parseFloat(value);\n\t\telse if (!complex.test(value) && complex.test(target)) return getAnimatableNone(name, target);\n\t}\n\treturn value ?? void 0;\n}\nvar KeyframeResolver = class {\n\tconstructor(unresolvedKeyframes, onComplete, name, motionValue, element, isAsync = false) {\n\t\tthis.state = \"pending\";\n\t\t/**\n\t\t* Track whether this resolver is async. If it is, it'll be added to the\n\t\t* resolver queue and flushed in the next frame. Resolvers that aren't going\n\t\t* to trigger read/write thrashing don't need to be async.\n\t\t*/\n\t\tthis.isAsync = false;\n\t\t/**\n\t\t* Track whether this resolver needs to perform a measurement\n\t\t* to resolve its keyframes.\n\t\t*/\n\t\tthis.needsMeasurement = false;\n\t\tthis.unresolvedKeyframes = [...unresolvedKeyframes];\n\t\tthis.onComplete = onComplete;\n\t\tthis.name = name;\n\t\tthis.motionValue = motionValue;\n\t\tthis.element = element;\n\t\tthis.isAsync = isAsync;\n\t}\n\tscheduleResolve() {\n\t\tthis.state = \"scheduled\";\n\t\tif (this.isAsync) {\n\t\t\ttoResolve.add(this);\n\t\t\tif (!isScheduled) {\n\t\t\t\tisScheduled = true;\n\t\t\t\tframe.read(readAllKeyframes);\n\t\t\t\tframe.resolveKeyframes(measureAllKeyframes);\n\t\t\t}\n\t\t} else {\n\t\t\tthis.readKeyframes();\n\t\t\tthis.complete();\n\t\t}\n\t}\n\treadKeyframes() {\n\t\tconst { unresolvedKeyframes, name, element, motionValue } = this;\n\t\tif (unresolvedKeyframes[0] === null) {\n\t\t\tconst currentValue = motionValue?.get();\n\t\t\tconst finalKeyframe = unresolvedKeyframes[unresolvedKeyframes.length - 1];\n\t\t\tif (currentValue !== void 0) unresolvedKeyframes[0] = currentValue;\n\t\t\telse if (element && name) {\n\t\t\t\tconst valueAsRead = readOrigin(element.readValue(name, finalKeyframe), name, finalKeyframe);\n\t\t\t\tif (valueAsRead !== void 0) unresolvedKeyframes[0] = valueAsRead;\n\t\t\t}\n\t\t\tif (unresolvedKeyframes[0] === void 0) unresolvedKeyframes[0] = finalKeyframe;\n\t\t\tif (motionValue && currentValue === void 0) motionValue.set(unresolvedKeyframes[0]);\n\t\t}\n\t\tfillWildcards(unresolvedKeyframes);\n\t}\n\tsetFinalKeyframe() {}\n\tmeasureInitialState() {}\n\trenderEndStyles() {}\n\tmeasureEndState() {}\n\tcomplete(isForcedComplete = false) {\n\t\tthis.state = \"complete\";\n\t\tthis.onComplete(this.unresolvedKeyframes, this.finalKeyframe, isForcedComplete);\n\t\ttoResolve.delete(this);\n\t}\n\tcancel() {\n\t\tif (this.state === \"scheduled\") {\n\t\t\ttoResolve.delete(this);\n\t\t\tthis.state = \"pending\";\n\t\t}\n\t}\n\tresume() {\n\t\tif (this.state === \"pending\") this.scheduleResolve();\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/dom/is-css-var.mjs\nconst isCSSVar = (name) => name.startsWith(\"--\");\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/dom/style-set.mjs\nfunction setStyle(element, name, value) {\n\tisCSSVar(name) ? element.style.setProperty(name, value) : element.style[name] = value;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/supports/flags.mjs\n/**\n* Add the ability for test suites to manually set support flags\n* to better test more environments.\n*/\nconst supportsFlags = {};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/supports/memo.mjs\nfunction memoSupports(callback, supportsFlag) {\n\tconst memoized = memo$1(callback);\n\treturn () => supportsFlags[supportsFlag] ?? memoized();\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/supports/scroll-timeline.mjs\nconst supportsScrollTimeline = /* @__PURE__ */ memoSupports(() => window.ScrollTimeline !== void 0, \"scrollTimeline\");\nconst supportsViewTimeline = /* @__PURE__ */ memoSupports(() => window.ViewTimeline !== void 0, \"viewTimeline\");\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/supports/linear-easing.mjs\nconst supportsLinearEasing = /*@__PURE__*/ memoSupports(() => {\n\ttry {\n\t\tdocument.createElement(\"div\").animate({ opacity: 0 }, { easing: \"linear(0, 1)\" });\n\t} catch (e) {\n\t\treturn false;\n\t}\n\treturn true;\n}, \"linearEasing\");\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/easing/cubic-bezier.mjs\nconst cubicBezierAsString = ([a, b, c, d]) => `cubic-bezier(${a}, ${b}, ${c}, ${d})`;\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/easing/supported.mjs\nconst supportedWaapiEasing = {\n\tlinear: \"linear\",\n\tease: \"ease\",\n\teaseIn: \"ease-in\",\n\teaseOut: \"ease-out\",\n\teaseInOut: \"ease-in-out\",\n\tcircIn: /*@__PURE__*/ cubicBezierAsString([\n\t\t0,\n\t\t.65,\n\t\t.55,\n\t\t1\n\t]),\n\tcircOut: /*@__PURE__*/ cubicBezierAsString([\n\t\t.55,\n\t\t0,\n\t\t1,\n\t\t.45\n\t]),\n\tbackIn: /*@__PURE__*/ cubicBezierAsString([\n\t\t.31,\n\t\t.01,\n\t\t.66,\n\t\t-.59\n\t]),\n\tbackOut: /*@__PURE__*/ cubicBezierAsString([\n\t\t.33,\n\t\t1.53,\n\t\t.69,\n\t\t.99\n\t])\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/easing/map-easing.mjs\nfunction mapEasingToNativeEasing(easing, duration) {\n\tif (!easing) return;\n\telse if (typeof easing === \"function\") return supportsLinearEasing() ? generateLinearEasing(easing, duration) : \"ease-out\";\n\telse if (isBezierDefinition(easing)) return cubicBezierAsString(easing);\n\telse if (Array.isArray(easing)) return easing.map((segmentEasing) => mapEasingToNativeEasing(segmentEasing, duration) || supportedWaapiEasing.easeOut);\n\telse return supportedWaapiEasing[easing];\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/start-waapi-animation.mjs\nfunction startWaapiAnimation(element, valueName, keyframes, { delay = 0, duration = 300, repeat = 0, repeatType = \"loop\", ease = \"easeOut\", times } = {}, pseudoElement = void 0) {\n\tconst keyframeOptions = { [valueName]: keyframes };\n\tif (times) keyframeOptions.offset = times;\n\tconst easing = mapEasingToNativeEasing(ease, duration);\n\t/**\n\t* If this is an easing array, apply to keyframes, not animation as a whole\n\t*/\n\tif (Array.isArray(easing)) keyframeOptions.easing = easing;\n\tconst options = {\n\t\tdelay,\n\t\tduration,\n\t\teasing: !Array.isArray(easing) ? easing : \"linear\",\n\t\tfill: \"both\",\n\t\titerations: repeat + 1,\n\t\tdirection: repeatType === \"reverse\" ? \"alternate\" : \"normal\"\n\t};\n\tif (pseudoElement) options.pseudoElement = pseudoElement;\n\treturn element.animate(keyframeOptions, options);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/generators/utils/is-generator.mjs\nfunction isGenerator(type) {\n\treturn typeof type === \"function\" && \"applyToOptions\" in type;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/utils/apply-generator.mjs\nfunction applyGeneratorOptions({ type, ...options }) {\n\tif (isGenerator(type) && supportsLinearEasing()) return type.applyToOptions(options);\n\telse {\n\t\toptions.duration ?? (options.duration = 300);\n\t\toptions.ease ?? (options.ease = \"easeOut\");\n\t}\n\treturn options;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/NativeAnimation.mjs\n/**\n* NativeAnimation implements AnimationPlaybackControls for the browser's Web Animations API.\n*/\nvar NativeAnimation = class extends WithPromise {\n\tconstructor(options) {\n\t\tsuper();\n\t\tthis.finishedTime = null;\n\t\tthis.isStopped = false;\n\t\t/**\n\t\t* Tracks a manually-set start time that takes precedence over WAAPI's\n\t\t* dynamic startTime. This is cleared when play() or time setter is called,\n\t\t* allowing WAAPI to take over timing.\n\t\t*/\n\t\tthis.manualStartTime = null;\n\t\tif (!options) return;\n\t\tconst { element, name, keyframes, pseudoElement, allowFlatten = false, finalKeyframe, onComplete } = options;\n\t\tthis.isPseudoElement = Boolean(pseudoElement);\n\t\tthis.allowFlatten = allowFlatten;\n\t\tthis.options = options;\n\t\tinvariant(typeof options.type !== \"string\", `Mini animate() doesn't support \"type\" as a string.`, \"mini-spring\");\n\t\tconst transition = applyGeneratorOptions(options);\n\t\tthis.animation = startWaapiAnimation(element, name, keyframes, transition, pseudoElement);\n\t\tif (transition.autoplay === false) this.animation.pause();\n\t\tthis.animation.onfinish = () => {\n\t\t\tthis.finishedTime = this.time;\n\t\t\tif (!pseudoElement) {\n\t\t\t\tconst keyframe = getFinalKeyframe(keyframes, this.options, finalKeyframe, this.speed);\n\t\t\t\tif (this.updateMotionValue) this.updateMotionValue(keyframe);\n\t\t\t\t/**\n\t\t\t\t* If we can, we want to commit the final style as set by the user,\n\t\t\t\t* rather than the computed keyframe value supplied by the animation.\n\t\t\t\t* We always do this, even when a motion value is present, to prevent\n\t\t\t\t* a visual flash in Firefox where the WAAPI animation's fill is removed\n\t\t\t\t* during cancel() before the scheduled render can apply the correct value.\n\t\t\t\t*/\n\t\t\t\tsetStyle(element, name, keyframe);\n\t\t\t\tthis.animation.cancel();\n\t\t\t}\n\t\t\tonComplete?.();\n\t\t\tthis.notifyFinished();\n\t\t};\n\t\tnotifyAnimationStart(this, options, transition);\n\t}\n\tplay() {\n\t\tif (this.isStopped) return;\n\t\tthis.manualStartTime = null;\n\t\tthis.animation.play();\n\t\tif (this.state === \"finished\") this.updateFinished();\n\t}\n\tpause() {\n\t\tthis.animation.pause();\n\t}\n\tcomplete() {\n\t\tthis.animation.finish?.();\n\t}\n\tcancel() {\n\t\ttry {\n\t\t\tthis.animation.cancel();\n\t\t} catch (e) {}\n\t}\n\tstop() {\n\t\tif (this.isStopped) return;\n\t\tthis.isStopped = true;\n\t\tconst { state } = this;\n\t\tif (state === \"idle\" || state === \"finished\") return;\n\t\tif (this.updateMotionValue) this.updateMotionValue();\n\t\telse this.commitStyles();\n\t\tif (!this.isPseudoElement) this.cancel();\n\t}\n\t/**\n\t* WAAPI doesn't natively have any interruption capabilities.\n\t*\n\t* In this method, we commit styles back to the DOM before cancelling\n\t* the animation.\n\t*\n\t* This is designed to be overridden by NativeAnimationExtended, which\n\t* will create a renderless JS animation and sample it twice to calculate\n\t* its current value, \"previous\" value, and therefore allow\n\t* Motion to also correctly calculate velocity for any subsequent animation\n\t* while deferring the commit until the next animation frame.\n\t*/\n\tcommitStyles() {\n\t\tconst element = this.options?.element;\n\t\tif (!this.isPseudoElement && element?.isConnected) this.animation.commitStyles?.();\n\t}\n\tget duration() {\n\t\tconst duration = this.animation.effect?.getComputedTiming?.().duration || 0;\n\t\treturn millisecondsToSeconds(Number(duration));\n\t}\n\tget iterationDuration() {\n\t\tconst { delay = 0 } = this.options || {};\n\t\treturn this.duration + millisecondsToSeconds(delay);\n\t}\n\tget time() {\n\t\treturn millisecondsToSeconds(Number(this.animation.currentTime) || 0);\n\t}\n\tset time(newTime) {\n\t\tconst wasFinished = this.finishedTime !== null;\n\t\tthis.manualStartTime = null;\n\t\tthis.finishedTime = null;\n\t\tthis.animation.currentTime = secondsToMilliseconds(newTime);\n\t\tif (wasFinished) this.animation.pause();\n\t}\n\t/**\n\t* The playback speed of the animation.\n\t* 1 = normal speed, 2 = double speed, 0.5 = half speed.\n\t*/\n\tget speed() {\n\t\treturn this.animation.playbackRate;\n\t}\n\tset speed(newSpeed) {\n\t\tif (newSpeed < 0) this.finishedTime = null;\n\t\tthis.animation.playbackRate = newSpeed;\n\t}\n\tget state() {\n\t\treturn this.finishedTime !== null ? \"finished\" : this.animation.playState;\n\t}\n\tget startTime() {\n\t\treturn this.manualStartTime ?? Number(this.animation.startTime);\n\t}\n\tset startTime(newStartTime) {\n\t\tthis.manualStartTime = this.animation.startTime = newStartTime;\n\t}\n\t/**\n\t* Attaches a timeline to the animation, for instance the `ScrollTimeline`.\n\t*/\n\tattachTimeline({ timeline, onAttach, observe }) {\n\t\tif (this.allowFlatten) this.animation.effect?.updateTiming({ easing: \"linear\" });\n\t\tthis.animation.onfinish = null;\n\t\tif (timeline && supportsScrollTimeline()) {\n\t\t\tthis.animation.timeline = timeline;\n\t\t\tonAttach?.(this.animation);\n\t\t\treturn noop;\n\t\t} else return observe(this);\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/utils/unsupported-easing.mjs\nconst unsupportedEasingFunctions = {\n\tanticipate,\n\tbackInOut,\n\tcircInOut\n};\nfunction isUnsupportedEase(key) {\n\treturn key in unsupportedEasingFunctions;\n}\nfunction replaceStringEasing(transition) {\n\tif (typeof transition.ease === \"string\" && isUnsupportedEase(transition.ease)) transition.ease = unsupportedEasingFunctions[transition.ease];\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/NativeAnimationExtended.mjs\n/**\n* 10ms is chosen here as it strikes a balance between smooth\n* results (more than one keyframe per frame at 60fps) and\n* keyframe quantity.\n*/\nconst sampleDelta = 10;\nvar NativeAnimationExtended = class extends NativeAnimation {\n\tconstructor(options) {\n\t\t/**\n\t\t* The base NativeAnimation function only supports a subset\n\t\t* of Motion easings, and WAAPI also only supports some\n\t\t* easing functions via string/cubic-bezier definitions.\n\t\t*\n\t\t* This function replaces those unsupported easing functions\n\t\t* with a JS easing function. This will later get compiled\n\t\t* to a linear() easing function.\n\t\t*/\n\t\treplaceStringEasing(options);\n\t\t/**\n\t\t* Ensure we replace the transition type with a generator function\n\t\t* before passing to WAAPI.\n\t\t*\n\t\t* TODO: Does this have a better home? It could be shared with\n\t\t* JSAnimation.\n\t\t*/\n\t\treplaceTransitionType(options);\n\t\tsuper(options);\n\t\t/**\n\t\t* Only set startTime when the animation should autoplay.\n\t\t* Setting startTime on a paused WAAPI animation unpauses it\n\t\t* (per the WAAPI spec), which breaks autoplay: false.\n\t\t*/\n\t\tif (options.startTime !== void 0 && options.autoplay !== false) this.startTime = options.startTime;\n\t\tthis.options = options;\n\t}\n\t/**\n\t* WAAPI doesn't natively have any interruption capabilities.\n\t*\n\t* Rather than read committed styles back out of the DOM, we can\n\t* create a renderless JS animation and sample it twice to calculate\n\t* its current value, \"previous\" value, and therefore allow\n\t* Motion to calculate velocity for any subsequent animation.\n\t*/\n\tupdateMotionValue(value) {\n\t\tconst { motionValue, onUpdate, onComplete, element, ...options } = this.options;\n\t\tif (!motionValue) return;\n\t\tif (value !== void 0) {\n\t\t\tmotionValue.set(value);\n\t\t\treturn;\n\t\t}\n\t\tconst sampleAnimation = new JSAnimation({\n\t\t\t...options,\n\t\t\tautoplay: false\n\t\t});\n\t\t/**\n\t\t* Use wall-clock elapsed time for sampling.\n\t\t* Under CPU load, WAAPI's currentTime may not reflect actual\n\t\t* elapsed time, causing incorrect sampling and visual jumps.\n\t\t*/\n\t\tconst sampleTime = Math.max(sampleDelta, time.now() - this.startTime);\n\t\tconst delta = clamp(0, sampleDelta, sampleTime - sampleDelta);\n\t\tconst current = sampleAnimation.sample(sampleTime).value;\n\t\t/**\n\t\t* Write the estimated value to inline style so it persists\n\t\t* after cancel(), covering the async gap before the next\n\t\t* animation starts.\n\t\t*/\n\t\tconst { name } = this.options;\n\t\tif (element && name) setStyle(element, name, current);\n\t\tmotionValue.setWithVelocity(sampleAnimation.sample(Math.max(0, sampleTime - delta)).value, current, delta);\n\t\tsampleAnimation.stop();\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/is-animatable.mjs\n/**\n* Check if a value is animatable. Examples:\n*\n* ✅: 100, \"100px\", \"#fff\"\n* ❌: \"block\", \"url(2.jpg)\"\n* @param value\n*\n* @internal\n*/\nconst isAnimatable = (value, name) => {\n\tif (name === \"zIndex\") return false;\n\tif (typeof value === \"number\" || Array.isArray(value)) return true;\n\tif (typeof value === \"string\" && (complex.test(value) || value === \"0\") && !value.startsWith(\"url(\")) return true;\n\treturn false;\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/can-animate.mjs\nfunction hasKeyframesChanged(keyframes) {\n\tconst current = keyframes[0];\n\tif (keyframes.length === 1) return true;\n\tfor (let i = 0; i < keyframes.length; i++) if (keyframes[i] !== current) return true;\n}\nfunction canAnimate(keyframes, name, type, velocity) {\n\t/**\n\t* Check if we're able to animate between the start and end keyframes,\n\t* and throw a warning if we're attempting to animate between one that's\n\t* animatable and another that isn't.\n\t*/\n\tconst originKeyframe = keyframes[0];\n\tif (originKeyframe === null) return false;\n\t/**\n\t* These aren't traditionally animatable but we do support them.\n\t* In future we could look into making this more generic or replacing\n\t* this function with mix() === mixImmediate\n\t*/\n\tif (name === \"display\" || name === \"visibility\") return true;\n\tconst targetKeyframe = keyframes[keyframes.length - 1];\n\tconst isOriginAnimatable = isAnimatable(originKeyframe, name);\n\tconst isTargetAnimatable = isAnimatable(targetKeyframe, name);\n\tif (!isOriginAnimatable || !isTargetAnimatable) {\n\t\tisOriginAnimatable !== isTargetAnimatable && warning(false, `You are trying to animate ${name} from \"${originKeyframe}\" to \"${targetKeyframe}\". \"${isOriginAnimatable ? targetKeyframe : originKeyframe}\" is not an animatable value.`, \"value-not-animatable\");\n\t\treturn false;\n\t}\n\treturn hasKeyframesChanged(keyframes) || (type === \"spring\" || isGenerator(type)) && velocity;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/make-animation-instant.mjs\nfunction makeAnimationInstant(options) {\n\toptions.duration = 0;\n\toptions.type = \"keyframes\";\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/utils/accelerated-values.mjs\n/**\n* A list of values that can be hardware-accelerated.\n*/\nconst acceleratedValues = /* @__PURE__ */ new Set([\n\t\"opacity\",\n\t\"clipPath\",\n\t\"filter\",\n\t\"transform\",\n\t\"backgroundColor\"\n]);\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/utils/is-browser-color.mjs\nconst browserColorFunctions = /^(?:oklch|oklab|lab|lch|color|color-mix|light-dark)\\(/;\nfunction hasBrowserOnlyColors(keyframes) {\n\tfor (let i = 0; i < keyframes.length; i++) if (typeof keyframes[i] === \"string\" && browserColorFunctions.test(keyframes[i])) return true;\n\treturn false;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/supports/waapi.mjs\nconst colorProperties = /* @__PURE__ */ new Set([\n\t\"color\",\n\t\"backgroundColor\",\n\t\"outlineColor\",\n\t\"fill\",\n\t\"stroke\",\n\t\"borderColor\",\n\t\"borderTopColor\",\n\t\"borderRightColor\",\n\t\"borderBottomColor\",\n\t\"borderLeftColor\"\n]);\nconst supportsWaapi = /*@__PURE__*/ memo$1(() => Object.hasOwnProperty.call(Element.prototype, \"animate\"));\nfunction supportsBrowserAnimation(options) {\n\tconst { motionValue, name, repeatDelay, repeatType, damping, type, keyframes } = options;\n\t/**\n\t* Most values can't be accelerated at all, so check the name before\n\t* looking at the element or its props.\n\t*/\n\tif (!name || !(acceleratedValues.has(name) || colorProperties.has(name))) return false;\n\tconst subject = motionValue?.owner?.current;\n\t/**\n\t* We use instanceof checks instead of isHTMLElement()/isSVGElement()\n\t* because we explicitly **don't** want elements in different timing\n\t* contexts (i.e. popups) to be accelerated, as it's not possible to sync\n\t* these animations properly with those driven from the main window\n\t* frameloop.\n\t*/\n\tif (!(subject instanceof HTMLElement) && !(subject instanceof SVGElement)) return false;\n\tconst { onUpdate, transformTemplate } = motionValue.owner.getProps();\n\treturn supportsWaapi() && (acceleratedValues.has(name) || colorProperties.has(name) && hasBrowserOnlyColors(keyframes)) && (name !== \"transform\" || !transformTemplate) && !onUpdate && !repeatDelay && repeatType !== \"mirror\" && damping !== 0 && type !== \"inertia\";\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/AsyncMotionValueAnimation.mjs\nvar AsyncMotionValueAnimation = class extends WithPromise {\n\tconstructor(options) {\n\t\tsuper();\n\t\t/**\n\t\t* Bound to support return animation.stop pattern\n\t\t*/\n\t\tthis.stop = () => {\n\t\t\tif (this._animation) {\n\t\t\t\tthis._animation.stop();\n\t\t\t\tthis.stopTimeline?.();\n\t\t\t}\n\t\t\tthis.keyframeResolver?.cancel();\n\t\t};\n\t\tthis.createdAt = time.now();\n\t\tconst { keyframes, name, motionValue, element } = options;\n\t\t/**\n\t\t* animateMotionValue builds a fresh options object per value, so\n\t\t* it's completed in place as keyframes resolve rather than copied.\n\t\t*/\n\t\tconst optionsWithDefaults = options;\n\t\toptionsWithDefaults.autoplay ?? (optionsWithDefaults.autoplay = true);\n\t\toptionsWithDefaults.delay ?? (optionsWithDefaults.delay = 0);\n\t\toptionsWithDefaults.type ?? (optionsWithDefaults.type = \"keyframes\");\n\t\toptionsWithDefaults.repeat ?? (optionsWithDefaults.repeat = 0);\n\t\toptionsWithDefaults.repeatDelay ?? (optionsWithDefaults.repeatDelay = 0);\n\t\toptionsWithDefaults.repeatType ?? (optionsWithDefaults.repeatType = \"loop\");\n\t\tconst KeyframeResolver$1 = element?.KeyframeResolver || KeyframeResolver;\n\t\tthis.keyframeResolver = new KeyframeResolver$1(keyframes, (resolvedKeyframes, finalKeyframe, forced) => this.onKeyframesResolved(resolvedKeyframes, finalKeyframe, optionsWithDefaults, !forced), name, motionValue, element);\n\t\tthis.keyframeResolver?.scheduleResolve();\n\t}\n\tonKeyframesResolved(keyframes, finalKeyframe, options, sync) {\n\t\tthis.keyframeResolver = void 0;\n\t\tconst { name, type, velocity, delay, isHandoff, onUpdate } = options;\n\t\tthis.resolvedAt = time.now();\n\t\t/**\n\t\t* If we can't animate this value with the resolved keyframes\n\t\t* then we should complete it immediately.\n\t\t*/\n\t\tlet canAnimateValue = true;\n\t\tif (!canAnimate(keyframes, name, type, velocity)) {\n\t\t\tcanAnimateValue = false;\n\t\t\tif (MotionGlobalConfig.instantAnimations || !delay) onUpdate?.(getFinalKeyframe(keyframes, options, finalKeyframe));\n\t\t\tkeyframes[0] = keyframes[keyframes.length - 1];\n\t\t\tmakeAnimationInstant(options);\n\t\t\toptions.repeat = 0;\n\t\t}\n\t\tconst { onComplete } = options;\n\t\toptions.finalKeyframe = finalKeyframe;\n\t\toptions.keyframes = keyframes;\n\t\t/**\n\t\t* JSAnimation and NativeAnimation call onComplete exactly when\n\t\t* their own `finished` resolves, so this replaces a promise chain\n\t\t* per value with a callback.\n\t\t*/\n\t\toptions.onComplete = () => {\n\t\t\tonComplete?.();\n\t\t\tthis.notifyFinished();\n\t\t};\n\t\t/**\n\t\t* Animate via WAAPI if possible. If this is a handoff animation, the optimised animation will be running via\n\t\t* WAAPI. Therefore, this animation must be JS to ensure it runs \"under\" the\n\t\t* optimised animation.\n\t\t*\n\t\t* Also skip WAAPI when keyframes aren't animatable, as the resolved\n\t\t* values may not be valid CSS and would trigger browser warnings.\n\t\t*/\n\t\tconst useWaapi = canAnimateValue && !isHandoff && supportsBrowserAnimation(options);\n\t\t/**\n\t\t* Resolve startTime for the animation. A startTime passed in options\n\t\t* (an optimised appear handoff syncing to its WAAPI animation) takes\n\t\t* precedence.\n\t\t*\n\t\t* *Ideally*, we would use the createdAt time as t=0 as the following\n\t\t* frame would then be the first frame of the animation in progress,\n\t\t* which would feel snappier. If keyframes resolved on a later frame,\n\t\t* and long after creation, we start from then instead.\n\t\t*\n\t\t* If they resolved immediately, a JSAnimation picks its own start\n\t\t* time and resolves it the same way on its first frame, so every\n\t\t* animation started in that moment stays in sync. WAAPI has no frame\n\t\t* of ours to do that on.\n\t\t*/\n\t\tif (sync && (useWaapi || this.resolvedAt !== this.createdAt)) options.startTime ?? (options.startTime = resolveStartTime(this.createdAt, this.resolvedAt));\n\t\tlet animation;\n\t\tif (useWaapi) {\n\t\t\t/**\n\t\t\t* The resolver needed the VisualElement, WAAPI needs the DOM\n\t\t\t* element. JSAnimation reads neither, so this is safe to\n\t\t\t* leave in place if we fall back to it.\n\t\t\t*/\n\t\t\toptions.element = options.motionValue?.owner?.current;\n\t\t\ttry {\n\t\t\t\tanimation = new NativeAnimationExtended(options);\n\t\t\t} catch {\n\t\t\t\tanimation = new JSAnimation(options);\n\t\t\t}\n\t\t} else animation = new JSAnimation(options);\n\t\tif (this.pendingTimeline) {\n\t\t\tthis.stopTimeline = animation.attachTimeline(this.pendingTimeline);\n\t\t\tthis.pendingTimeline = void 0;\n\t\t}\n\t\tthis._animation = animation;\n\t}\n\tget finished() {\n\t\treturn this._animation ? this._animation.finished : super.finished;\n\t}\n\tthen(onResolve, _onReject) {\n\t\treturn this.finished.finally(onResolve).then(() => {});\n\t}\n\tget animation() {\n\t\tif (!this._animation) {\n\t\t\tthis.keyframeResolver?.resume();\n\t\t\tflushKeyframeResolvers();\n\t\t}\n\t\treturn this._animation;\n\t}\n\tget duration() {\n\t\treturn this.animation.duration;\n\t}\n\tget iterationDuration() {\n\t\treturn this.animation.iterationDuration;\n\t}\n\tget time() {\n\t\treturn this.animation.time;\n\t}\n\tset time(newTime) {\n\t\tthis.animation.time = newTime;\n\t}\n\tget speed() {\n\t\treturn this.animation.speed;\n\t}\n\tget state() {\n\t\treturn this.animation.state;\n\t}\n\tset speed(newSpeed) {\n\t\tthis.animation.speed = newSpeed;\n\t}\n\tget startTime() {\n\t\treturn this.animation.startTime;\n\t}\n\tattachTimeline(timeline) {\n\t\tif (this._animation) this.stopTimeline = this.animation.attachTimeline(timeline);\n\t\telse this.pendingTimeline = timeline;\n\t\treturn () => this.stop();\n\t}\n\tplay() {\n\t\tthis.animation.play();\n\t}\n\tpause() {\n\t\tthis.animation.pause();\n\t}\n\tcomplete() {\n\t\tthis.animation.complete();\n\t}\n\tcancel() {\n\t\tif (this._animation) this.animation.cancel();\n\t\tthis.keyframeResolver?.cancel();\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/GroupAnimation.mjs\nvar GroupAnimation = class {\n\tconstructor(animations) {\n\t\tthis.stop = () => this.runAll(\"stop\");\n\t\tthis.animations = animations.filter(Boolean);\n\t}\n\tget finished() {\n\t\treturn Promise.all(this.animations.map((animation) => animation.finished));\n\t}\n\t/**\n\t* TODO: Filter out cancelled or stopped animations before returning\n\t*/\n\tgetAll(propName) {\n\t\treturn this.animations[0][propName];\n\t}\n\tsetAll(propName, newValue) {\n\t\tfor (let i = 0; i < this.animations.length; i++) this.animations[i][propName] = newValue;\n\t}\n\tattachTimeline(timeline) {\n\t\tconst subscriptions = this.animations.map((animation) => animation.attachTimeline(timeline));\n\t\treturn () => {\n\t\t\tsubscriptions.forEach((cancel, i) => {\n\t\t\t\tcancel && cancel();\n\t\t\t\tthis.animations[i].stop();\n\t\t\t});\n\t\t};\n\t}\n\tget time() {\n\t\treturn this.getAll(\"time\");\n\t}\n\tset time(time) {\n\t\tthis.setAll(\"time\", time);\n\t}\n\tget speed() {\n\t\treturn this.getAll(\"speed\");\n\t}\n\tset speed(speed) {\n\t\tthis.setAll(\"speed\", speed);\n\t}\n\tget state() {\n\t\treturn this.getAll(\"state\");\n\t}\n\tget startTime() {\n\t\treturn this.getAll(\"startTime\");\n\t}\n\tget duration() {\n\t\treturn getMax(this.animations, \"duration\");\n\t}\n\tget iterationDuration() {\n\t\treturn getMax(this.animations, \"iterationDuration\");\n\t}\n\trunAll(methodName) {\n\t\tthis.animations.forEach((controls) => controls[methodName]());\n\t}\n\tplay() {\n\t\tthis.runAll(\"play\");\n\t}\n\tpause() {\n\t\tthis.runAll(\"pause\");\n\t}\n\tcancel() {\n\t\tthis.runAll(\"cancel\");\n\t}\n\tcomplete() {\n\t\tthis.runAll(\"complete\");\n\t}\n};\nfunction getMax(animations, propName) {\n\tlet max = 0;\n\tfor (let i = 0; i < animations.length; i++) {\n\t\tconst value = animations[i][propName];\n\t\tif (value !== null && value > max) max = value;\n\t}\n\treturn max;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/GroupAnimationWithThen.mjs\nvar GroupAnimationWithThen = class extends GroupAnimation {\n\tthen(onResolve, _onReject) {\n\t\treturn this.finished.finally(onResolve).then(() => {});\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/NativeAnimationWrapper.mjs\nvar NativeAnimationWrapper = class extends NativeAnimation {\n\tconstructor(animation) {\n\t\tsuper();\n\t\tthis.animation = animation;\n\t\tanimation.onfinish = () => {\n\t\t\tthis.finishedTime = this.time;\n\t\t\tthis.notifyFinished();\n\t\t};\n\t\t/**\n\t\t* The optionless super() returns before NativeAnimation's own\n\t\t* notify, so wrapped animations (view transition cross-fades)\n\t\t* report here, after the wrapped WAAPI animation is attached.\n\t\t*/\n\t\tnotifyAnimationStart(this, {});\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/active-animations.mjs\nconst animationMaps = /* @__PURE__ */ new WeakMap();\nconst animationMapKey = (name, pseudoElement = \"\") => `${name}:${pseudoElement}`;\nfunction getAnimationMap(element) {\n\tlet map = animationMaps.get(element);\n\tif (!map) {\n\t\tmap = /* @__PURE__ */ new Map();\n\t\tanimationMaps.set(element, map);\n\t}\n\treturn map;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/calc-child-stagger.mjs\nfunction calcChildStagger(children, child, delayChildren, staggerChildren = 0, staggerDirection = 1) {\n\tconst index = Array.from(children).sort((a, b) => a.sortNodePosition(b)).indexOf(child);\n\tconst numChildren = children.size;\n\tconst maxStaggerDuration = (numChildren - 1) * staggerChildren;\n\treturn typeof delayChildren === \"function\" ? delayChildren(index, numChildren) : staggerDirection === 1 ? index * staggerChildren : maxStaggerDuration - index * staggerChildren;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/index.mjs\n/**\n* Maximum time between the value of two frames, beyond which we\n* assume the velocity has since been 0.\n*/\nconst MAX_VELOCITY_DELTA = 30;\nconst isFloat = (value) => {\n\treturn !isNaN(parseFloat(value));\n};\nconst collectMotionValues = { current: void 0 };\n/**\n* `MotionValue` is used to track the state and velocity of motion values.\n*\n* @public\n*/\nvar MotionValue = class {\n\t/**\n\t* @param init - The initiating value\n\t* @param config - Optional configuration options\n\t*\n\t* -  `transformer`: A function to transform incoming values with.\n\t*/\n\tconstructor(init, options = {}) {\n\t\t/**\n\t\t* Tracks whether this value can output a velocity. Currently this is only true\n\t\t* if the value is numerical, but we might be able to widen the scope here and support\n\t\t* other value types.\n\t\t*\n\t\t* @internal\n\t\t*/\n\t\tthis.canTrackVelocity = null;\n\t\t/**\n\t\t* An object containing a SubscriptionManager for each active event.\n\t\t*/\n\t\tthis.events = {};\n\t\tthis.updateAndNotify = (v) => {\n\t\t\tconst currentTime = time.now();\n\t\t\t/**\n\t\t\t* If we're updating the value during another frame or eventloop\n\t\t\t* than the previous frame, then the we set the previous frame value\n\t\t\t* to current.\n\t\t\t*/\n\t\t\tif (this.updatedAt !== currentTime) this.setPrevFrameValue();\n\t\t\tthis.prev = this.current;\n\t\t\tthis.setCurrent(v);\n\t\t\tif (this.current !== this.prev) {\n\t\t\t\tthis.notifyChange();\n\t\t\t\tif (this.dependents) for (const dependent of this.dependents) dependent.dirty();\n\t\t\t}\n\t\t};\n\t\tthis.hasAnimated = false;\n\t\tthis.setCurrent(init);\n\t\tthis.owner = options.owner;\n\t}\n\tsetCurrent(current) {\n\t\tthis.current = current;\n\t\tthis.updatedAt = time.now();\n\t\tif (this.canTrackVelocity === null && current !== void 0) this.canTrackVelocity = isFloat(this.current);\n\t}\n\tsetPrevFrameValue(prevFrameValue = this.current) {\n\t\tthis.prevFrameValue = prevFrameValue;\n\t\tthis.prevUpdatedAt = this.updatedAt;\n\t}\n\t/**\n\t* Adds a function that will be notified when the `MotionValue` is updated.\n\t*\n\t* It returns a function that, when called, will cancel the subscription.\n\t*\n\t* When calling `onChange` inside a React component, it should be wrapped with the\n\t* `useEffect` hook. As it returns an unsubscribe function, this should be returned\n\t* from the `useEffect` function to ensure you don't add duplicate subscribers..\n\t*\n\t* ```jsx\n\t* export const MyComponent = () => {\n\t*   const x = useMotionValue(0)\n\t*   const y = useMotionValue(0)\n\t*   const opacity = useMotionValue(1)\n\t*\n\t*   useEffect(() => {\n\t*     function updateOpacity() {\n\t*       const maxXY = Math.max(x.get(), y.get())\n\t*       const newOpacity = transform(maxXY, [0, 100], [1, 0])\n\t*       opacity.set(newOpacity)\n\t*     }\n\t*\n\t*     const unsubscribeX = x.on(\"change\", updateOpacity)\n\t*     const unsubscribeY = y.on(\"change\", updateOpacity)\n\t*\n\t*     return () => {\n\t*       unsubscribeX()\n\t*       unsubscribeY()\n\t*     }\n\t*   }, [])\n\t*\n\t*   return <motion.div style={{ x }} />\n\t* }\n\t* ```\n\t*\n\t* @param subscriber - A function that receives the latest value.\n\t* @returns A function that, when called, will cancel this subscription.\n\t*\n\t* @deprecated\n\t*/\n\tonChange(subscription) {\n\t\treturn this.on(\"change\", subscription);\n\t}\n\ton(eventName, callback) {\n\t\tvar _a;\n\t\tif (eventName === \"change\") return this.onChangeSubscribe(callback);\n\t\treturn ((_a = this.events)[eventName] || (_a[eventName] = new SubscriptionManager())).add(callback);\n\t}\n\tonChangeSubscribe(callback) {\n\t\tconst { events } = this;\n\t\tif (!events.change && !this.changeSubscriber) this.changeSubscriber = callback;\n\t\telse {\n\t\t\tif (!events.change) {\n\t\t\t\tevents.change = new SubscriptionManager();\n\t\t\t\tevents.change.add(this.changeSubscriber);\n\t\t\t\tthis.changeSubscriber = void 0;\n\t\t\t}\n\t\t\tevents.change.add(callback);\n\t\t}\n\t\treturn () => {\n\t\t\tif (this.changeSubscriber === callback) this.changeSubscriber = void 0;\n\t\t\telse events.change?.remove(callback);\n\t\t\tthis.stopIfUnobserved();\n\t\t};\n\t}\n\t/**\n\t* If we have no more change listeners by the start\n\t* of the next frame, stop active animations.\n\t*/\n\tstopIfUnobserved() {\n\t\tframe.read(() => {\n\t\t\tif (!this.changeSubscriber && !this.events.change?.getSize()) this.stop();\n\t\t});\n\t}\n\tclearListeners() {\n\t\tthis.changeSubscriber = void 0;\n\t\tfor (const eventManagers in this.events) this.events[eventManagers].clear();\n\t}\n\t/**\n\t* Attaches a passive effect to the `MotionValue`.\n\t*/\n\tattach(passiveEffect, stopPassiveEffect) {\n\t\tthis.passiveEffect = passiveEffect;\n\t\tthis.stopPassiveEffect = stopPassiveEffect;\n\t}\n\t/**\n\t* Sets the state of the `MotionValue`.\n\t*\n\t* @remarks\n\t*\n\t* ```jsx\n\t* const x = useMotionValue(0)\n\t* x.set(10)\n\t* ```\n\t*\n\t* @param latest - Latest value to set.\n\t* @param render - Whether to notify render subscribers. Defaults to `true`\n\t*\n\t* @public\n\t*/\n\tset(v) {\n\t\tif (!this.passiveEffect) this.updateAndNotify(v);\n\t\telse this.passiveEffect(v, this.updateAndNotify);\n\t}\n\tsetWithVelocity(prev, current, delta) {\n\t\tthis.set(current);\n\t\tthis.prev = void 0;\n\t\tthis.prevFrameValue = prev;\n\t\tthis.prevUpdatedAt = this.updatedAt - delta;\n\t}\n\t/**\n\t* Set the state of the `MotionValue`, stopping any active animations,\n\t* effects, and resets velocity to `0`.\n\t*/\n\tjump(v, endAnimation = true) {\n\t\tthis.updateAndNotify(v);\n\t\tthis.prev = v;\n\t\tthis.prevUpdatedAt = this.prevFrameValue = void 0;\n\t\tendAnimation && this.stop();\n\t\tif (this.stopPassiveEffect) this.stopPassiveEffect();\n\t}\n\tdirty() {\n\t\tthis.notifyChange();\n\t}\n\tnotifyChange() {\n\t\tconst { current, changeSubscriber } = this;\n\t\t/**\n\t\t* One or the other exists. Subscribing during the direct\n\t\t* subscriber's call moves it into a new manager, which must not\n\t\t* then be notified for the same change.\n\t\t*/\n\t\tif (changeSubscriber) changeSubscriber(current);\n\t\telse this.events.change?.notify(current);\n\t}\n\taddDependent(dependent) {\n\t\tif (!this.dependents) this.dependents = /* @__PURE__ */ new Set();\n\t\tthis.dependents.add(dependent);\n\t}\n\tremoveDependent(dependent) {\n\t\tif (this.dependents) this.dependents.delete(dependent);\n\t}\n\t/**\n\t* Returns the latest state of `MotionValue`\n\t*\n\t* @returns - The latest state of `MotionValue`\n\t*\n\t* @public\n\t*/\n\tget() {\n\t\tif (collectMotionValues.current) collectMotionValues.current.push(this);\n\t\treturn this.current;\n\t}\n\t/**\n\t* @public\n\t*/\n\tgetPrevious() {\n\t\treturn this.prev;\n\t}\n\t/**\n\t* Returns the latest velocity of `MotionValue`\n\t*\n\t* @returns - The latest velocity of `MotionValue`. Returns `0` if the state is non-numerical.\n\t*\n\t* @public\n\t*/\n\tgetVelocity() {\n\t\tconst currentTime = time.now();\n\t\tif (!this.canTrackVelocity || this.prevFrameValue === void 0 || currentTime - this.updatedAt > MAX_VELOCITY_DELTA) return 0;\n\t\tconst delta = Math.min(this.updatedAt - this.prevUpdatedAt, MAX_VELOCITY_DELTA);\n\t\treturn velocityPerSecond(parseFloat(this.current) - parseFloat(this.prevFrameValue), delta);\n\t}\n\t/**\n\t* Registers a new animation to control this `MotionValue`. Only one\n\t* animation can drive a `MotionValue` at one time.\n\t*\n\t* ```jsx\n\t* value.start()\n\t* ```\n\t*\n\t* @param animation - A function that starts the provided animation\n\t*/\n\tstart(startAnimation) {\n\t\tthis.stop();\n\t\treturn new Promise((resolve) => {\n\t\t\tthis.hasAnimated = true;\n\t\t\t/**\n\t\t\t* Complete synchronously via the callback rather than chaining a\n\t\t\t* second promise per animation. Guard against animations that\n\t\t\t* complete before startAnimation has returned.\n\t\t\t*/\n\t\t\tlet isComplete = false;\n\t\t\tlet animation;\n\t\t\tanimation = startAnimation(() => {\n\t\t\t\tisComplete = true;\n\t\t\t\tthis.events.animationComplete?.notify();\n\t\t\t\tif (this.animation === animation) this.clearAnimation();\n\t\t\t\tresolve();\n\t\t\t});\n\t\t\tif (!isComplete) this.animation = animation;\n\t\t\tthis.events.animationStart?.notify();\n\t\t});\n\t}\n\t/**\n\t* Stop the currently active animation.\n\t*\n\t* @public\n\t*/\n\tstop() {\n\t\tif (this.animation) {\n\t\t\tthis.animation.stop();\n\t\t\tif (this.events.animationCancel) this.events.animationCancel.notify();\n\t\t}\n\t\tthis.clearAnimation();\n\t}\n\t/**\n\t* Returns `true` if this value is currently animating.\n\t*\n\t* @public\n\t*/\n\tisAnimating() {\n\t\treturn !!this.animation;\n\t}\n\tclearAnimation() {\n\t\tthis.animation = void 0;\n\t}\n\t/**\n\t* Destroy and clean up subscribers to this `MotionValue`.\n\t*\n\t* The `MotionValue` hooks like `useMotionValue` and `useTransform` automatically\n\t* handle the lifecycle of the returned `MotionValue`, so this method is only necessary if you've manually\n\t* created a `MotionValue` via the `motionValue` function.\n\t*\n\t* @public\n\t*/\n\tdestroy() {\n\t\tthis.dependents?.clear();\n\t\tthis.events.destroy?.notify();\n\t\tthis.clearListeners();\n\t\tthis.stop();\n\t\tif (this.stopPassiveEffect) this.stopPassiveEffect();\n\t}\n};\nfunction motionValue(init, options) {\n\treturn new MotionValue(init, options);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/resolve-transition.mjs\n/**\n* If `transition` has `inherit: true`, shallow-merge it with\n* `parentTransition` (child keys win) and strip the `inherit` key.\n* Otherwise return `transition` unchanged.\n*/\nfunction resolveTransition(transition, parentTransition) {\n\tif (transition?.inherit && parentTransition) {\n\t\tconst { inherit: _, ...rest } = transition;\n\t\treturn {\n\t\t\t...parentTransition,\n\t\t\t...rest\n\t\t};\n\t}\n\treturn transition;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/get-value-transition.mjs\nfunction getValueTransition$1(transition, key) {\n\tconst valueTransition = transition?.[key] ?? transition?.[\"default\"] ?? transition;\n\tif (valueTransition !== transition) return resolveTransition(valueTransition, transition);\n\treturn valueTransition;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/default-transitions.mjs\nconst underDampedSpring = {\n\ttype: \"spring\",\n\tstiffness: 500,\n\tdamping: 25,\n\trestSpeed: 10\n};\nconst criticallyDampedSpring = (target) => ({\n\ttype: \"spring\",\n\tstiffness: 550,\n\tdamping: target === 0 ? 2 * Math.sqrt(550) : 30,\n\trestSpeed: 10\n});\nconst keyframesTransition = {\n\ttype: \"keyframes\",\n\tduration: .8\n};\n/**\n* Default easing curve is a slightly shallower version of\n* the default browser easing curve.\n*/\nconst ease = {\n\ttype: \"keyframes\",\n\tease: [\n\t\t.25,\n\t\t.1,\n\t\t.35,\n\t\t1\n\t],\n\tduration: .3\n};\nconst getDefaultTransition = (valueKey, { keyframes }) => {\n\tif (keyframes.length > 2) return keyframesTransition;\n\telse if (transformProps.has(valueKey)) return valueKey.startsWith(\"scale\") ? criticallyDampedSpring(keyframes[1]) : underDampedSpring;\n\treturn ease;\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/is-transition-defined.mjs\nconst orchestrationKeys = /* @__PURE__ */ new Set([\n\t\"when\",\n\t\"delay\",\n\t\"delayChildren\",\n\t\"staggerChildren\",\n\t\"staggerDirection\",\n\t\"repeat\",\n\t\"repeatType\",\n\t\"repeatDelay\",\n\t\"from\",\n\t\"elapsed\"\n]);\n/**\n* Decide whether a transition is defined on a given Transition.\n* This filters out orchestration options and returns true\n* if any options are left.\n*/\nfunction isTransitionDefined(transition) {\n\tfor (const key in transition) if (!orchestrationKeys.has(key)) return true;\n\treturn false;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/interfaces/motion-value.mjs\nconst animateMotionValue = (name, value, target, transition = {}, element, isHandoff) => (onComplete) => {\n\tconst valueTransition = getValueTransition$1(transition, name) || {};\n\t/**\n\t* Most transition values are currently completely overwritten by value-specific\n\t* transitions. In the future it'd be nicer to blend these transitions. But for now\n\t* delay actually does inherit from the root transition if not value-specific.\n\t*/\n\tconst delay = valueTransition.delay || transition.delay || 0;\n\t/**\n\t* Elapsed isn't a public transition option but can be passed through from\n\t* optimized appear effects in milliseconds.\n\t*/\n\tlet { elapsed = 0 } = transition;\n\telapsed = elapsed - secondsToMilliseconds(delay);\n\tconst options = {\n\t\tkeyframes: Array.isArray(target) ? target : [null, target],\n\t\tease: \"easeOut\",\n\t\tvelocity: value.getVelocity(),\n\t\t...valueTransition,\n\t\tdelay: -elapsed,\n\t\tonUpdate: (v) => {\n\t\t\tvalue.set(v);\n\t\t\tvalueTransition.onUpdate && valueTransition.onUpdate(v);\n\t\t},\n\t\tonComplete: () => {\n\t\t\tonComplete();\n\t\t\tvalueTransition.onComplete && valueTransition.onComplete();\n\t\t},\n\t\tname,\n\t\tmotionValue: value,\n\t\telement: isHandoff ? void 0 : element\n\t};\n\t/**\n\t* If there's no transition defined for this value, we can generate\n\t* unique transition settings for this value.\n\t*/\n\tif (!isTransitionDefined(valueTransition)) Object.assign(options, getDefaultTransition(name, options));\n\t/**\n\t* Both WAAPI and our internal animation functions use durations\n\t* as defined by milliseconds, while our external API defines them\n\t* as seconds.\n\t*/\n\toptions.duration && (options.duration = secondsToMilliseconds(options.duration));\n\toptions.repeatDelay && (options.repeatDelay = secondsToMilliseconds(options.repeatDelay));\n\t/**\n\t* Support deprecated way to set initial value. Prefer keyframe syntax.\n\t*/\n\tif (options.from !== void 0) options.keyframes[0] = options.from;\n\tlet shouldSkip = false;\n\tif (options.type === false || options.duration === 0 && !options.repeatDelay) {\n\t\tmakeAnimationInstant(options);\n\t\tif (options.delay === 0) shouldSkip = true;\n\t}\n\tif (MotionGlobalConfig.instantAnimations || MotionGlobalConfig.skipAnimations || element?.shouldSkipAnimations || valueTransition.skipAnimations) {\n\t\tshouldSkip = true;\n\t\tmakeAnimationInstant(options);\n\t\toptions.delay = 0;\n\t}\n\t/**\n\t* If the transition type or easing has been explicitly set by the user\n\t* then we don't want to allow flattening the animation.\n\t*/\n\toptions.allowFlatten = !valueTransition.type && !valueTransition.ease;\n\t/**\n\t* If we can or must skip creating the animation, and apply only\n\t* the final keyframe, do so. We also check once keyframes are resolved but\n\t* this early check prevents the need to create an animation at all.\n\t*/\n\tif (shouldSkip && !isHandoff && value.get() !== void 0) {\n\t\tconst finalKeyframe = getFinalKeyframe(options.keyframes, valueTransition);\n\t\tif (finalKeyframe !== void 0) {\n\t\t\tframe.update(() => {\n\t\t\t\toptions.onUpdate(finalKeyframe);\n\t\t\t\toptions.onComplete();\n\t\t\t});\n\t\t\treturn;\n\t\t}\n\t}\n\treturn valueTransition.isSync ? new JSAnimation(options) : new AsyncMotionValueAnimation(options);\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/arc.mjs\nconst MIN_LAYOUT_DISTANCE = 20;\nfunction bezierPoint(t, origin, control, target) {\n\tconst inv = 1 - t;\n\treturn inv * inv * origin + 2 * inv * t * control + t * t * target;\n}\nfunction bezierTangentAngle(t, originX, controlX, targetX, originY, controlY, targetY) {\n\tconst dx = 2 * (1 - t) * (controlX - originX) + 2 * t * (targetX - controlX);\n\tconst dy = 2 * (1 - t) * (controlY - originY) + 2 * t * (targetY - controlY);\n\treturn Math.atan2(dy, dx) * (180 / Math.PI);\n}\nfunction computeArcControlPoint(fromX, fromY, toX, toY, strength, peak) {\n\tconst deltaX = toX - fromX;\n\tconst deltaY = toY - fromY;\n\tconst distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n\tif (distance > 0) {\n\t\tconst normalPerpX = -deltaY / distance;\n\t\tconst normalPerpY = deltaX / distance;\n\t\tconst desiredHeight = strength * distance;\n\t\treturn {\n\t\t\tx: fromX + deltaX * peak + normalPerpX * desiredHeight,\n\t\t\ty: fromY + deltaY * peak + normalPerpY * desiredHeight\n\t\t};\n\t}\n\treturn {\n\t\tx: fromX,\n\t\ty: fromY\n\t};\n}\n/**\n* The pure sampling factory: `(from, to) => (t) => point`. Internal —\n* used by {@link arc} and the unit tests. Not part of the public surface.\n*/\nfunction createArcPath({ strength = .5, peak = .5, direction, rotate = false } = {}) {\n\tconst rotationScale = rotate === true ? 1 : typeof rotate === \"number\" ? rotate : 0;\n\tlet prevBulgeSign;\n\tconst createInterpolator = (from, to) => {\n\t\tconst dx = to.x - from.x;\n\t\tconst dy = to.y - from.y;\n\t\tlet signed;\n\t\tif (direction === \"cw\") signed = -strength;\n\t\telse if (direction === \"ccw\") signed = strength;\n\t\telse signed = (Math.abs(dx) >= Math.abs(dy) ? dx : dy) < 0 ? -strength : strength;\n\t\tlet control = computeArcControlPoint(from.x, from.y, to.x, to.y, signed, peak);\n\t\tif (direction === void 0) {\n\t\t\tconst isVertical = Math.abs(dx) < Math.abs(dy);\n\t\t\tconst midX = from.x + dx * peak;\n\t\t\tconst midY = from.y + dy * peak;\n\t\t\tconst bulgeSign = isVertical ? Math.sign(control.x - midX) : Math.sign(control.y - midY);\n\t\t\tif (prevBulgeSign !== void 0 && bulgeSign !== 0 && bulgeSign !== prevBulgeSign) {\n\t\t\t\tsigned = -signed;\n\t\t\t\tcontrol = computeArcControlPoint(from.x, from.y, to.x, to.y, signed, peak);\n\t\t\t} else if (bulgeSign !== 0) prevBulgeSign = bulgeSign;\n\t\t}\n\t\tconst tangent0 = rotationScale ? bezierTangentAngle(0, from.x, control.x, to.x, from.y, control.y, to.y) : 0;\n\t\tconst tangent1 = rotationScale ? bezierTangentAngle(1, from.x, control.x, to.x, from.y, control.y, to.y) : 0;\n\t\tconst tangentDelta = rotationScale ? wrap(-180, 180, tangent1 - tangent0) : 0;\n\t\treturn (t) => {\n\t\t\tconst out = {\n\t\t\t\tx: bezierPoint(t, from.x, control.x, to.x),\n\t\t\t\ty: bezierPoint(t, from.y, control.y, to.y)\n\t\t\t};\n\t\t\tif (rotationScale) {\n\t\t\t\tconst raw = bezierTangentAngle(t, from.x, control.x, to.x, from.y, control.y, to.y);\n\t\t\t\tconst baseline = tangent0 + tangentDelta * t;\n\t\t\t\tout.rotate = wrap(-180, 180, raw - baseline) * rotationScale;\n\t\t\t}\n\t\t\treturn out;\n\t\t};\n\t};\n\treturn createInterpolator;\n}\n/**\n* Creates a curved path for `transition.path`:\n*\n* ```ts\n* <motion.div animate={{ x: 200, y: 100 }} transition={{ path: arc() }} />\n* ```\n*\n* Reuse the returned value (module scope / useMemo / useRef) so its\n* continuity closure survives re-renders — a fresh `arc()` has no memory.\n*/\nfunction arc(options = {}) {\n\tconst sample = createArcPath(options);\n\treturn {\n\t\tinterpolateProjection(delta) {\n\t\t\tconst tx = delta.x.translate;\n\t\t\tconst ty = delta.y.translate;\n\t\t\tif (Math.sqrt(tx * tx + ty * ty) < MIN_LAYOUT_DISTANCE) return;\n\t\t\treturn sample({\n\t\t\t\tx: tx,\n\t\t\t\ty: ty\n\t\t\t}, {\n\t\t\t\tx: 0,\n\t\t\t\ty: 0\n\t\t\t});\n\t\t},\n\t\tanimateVisualElement(visualElement, target, transition, delay, animations) {\n\t\t\tif (!(\"x\" in target || \"y\" in target)) return;\n\t\t\tconst xValue = visualElement.getValue(\"x\", visualElement.latestValues[\"x\"] ?? 0);\n\t\t\tconst yValue = visualElement.getValue(\"y\", visualElement.latestValues[\"y\"] ?? 0);\n\t\t\tconst xRaw = target.x;\n\t\t\tconst yRaw = target.y;\n\t\t\tconst xFrom = (Array.isArray(xRaw) && xRaw[0] != null ? xRaw[0] : xValue?.get()) ?? 0;\n\t\t\tconst yFrom = (Array.isArray(yRaw) && yRaw[0] != null ? yRaw[0] : yValue?.get()) ?? 0;\n\t\t\tconst xTo = Array.isArray(xRaw) ? xRaw[xRaw.length - 1] : xRaw ?? xFrom;\n\t\t\tconst yTo = Array.isArray(yRaw) ? yRaw[yRaw.length - 1] : yRaw ?? yFrom;\n\t\t\tconst interpolate = sample({\n\t\t\t\tx: xFrom,\n\t\t\t\ty: yFrom\n\t\t\t}, {\n\t\t\t\tx: xTo,\n\t\t\t\ty: yTo\n\t\t\t});\n\t\t\tconst pathRotationValue = interpolate(0).rotate !== void 0 ? visualElement.getValue(\"pathRotation\", 0) : void 0;\n\t\t\tconst pathTransition = {\n\t\t\t\tdelay,\n\t\t\t\t...getValueTransition$1(transition || {}, \"x\")\n\t\t\t};\n\t\t\tdelete pathTransition.path;\n\t\t\tconst progress = motionValue(0);\n\t\t\tprogress.start(animateMotionValue(\"\", progress, [0, 1e3], {\n\t\t\t\t...pathTransition,\n\t\t\t\tisSync: true,\n\t\t\t\tvelocity: 0,\n\t\t\t\tonUpdate: (latest) => {\n\t\t\t\t\tconst point = interpolate(latest / 1e3);\n\t\t\t\t\txValue?.set(point.x);\n\t\t\t\t\tyValue?.set(point.y);\n\t\t\t\t\tif (pathRotationValue && point.rotate !== void 0) pathRotationValue.set(point.rotate);\n\t\t\t\t},\n\t\t\t\tonComplete: () => {\n\t\t\t\t\txValue?.set(xTo);\n\t\t\t\t\tyValue?.set(yTo);\n\t\t\t\t\tpathRotationValue?.set(0);\n\t\t\t\t},\n\t\t\t\tonStop: () => pathRotationValue?.set(0),\n\t\t\t\tonCancel: () => pathRotationValue?.set(0)\n\t\t\t}));\n\t\t\tif (progress.animation) animations.push(progress.animation);\n\t\t\tdelete target.x;\n\t\t\tdelete target.y;\n\t\t}\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/utils/css-variables-conversion.mjs\n/**\n* Parse Framer's special CSS variable format into a CSS token and a fallback.\n*\n* ```\n* `var(--foo, #fff)` => [`--foo`, '#fff']\n* ```\n*\n* @param current\n*/\nconst splitCSSVariableRegex = /^var\\(--(?:([\\w-]+)|([\\w-]+), ?([a-zA-Z\\d ()%#.,-]+))\\)/u;\nfunction parseCSSVariable(current) {\n\tconst match = splitCSSVariableRegex.exec(current);\n\tif (!match) return [,];\n\tconst [, token1, token2, fallback] = match;\n\treturn [`--${token1 ?? token2}`, fallback];\n}\nconst maxDepth = 4;\nfunction getVariableValue(current, element, depth = 1) {\n\tinvariant(depth <= maxDepth, `Max CSS variable fallback depth detected in property \"${current}\". This may indicate a circular fallback dependency.`, \"max-css-var-depth\");\n\tconst [token, fallback] = parseCSSVariable(current);\n\tif (!token) return;\n\tconst resolved = window.getComputedStyle(element).getPropertyValue(token);\n\tif (resolved) {\n\t\tconst trimmed = resolved.trim();\n\t\treturn isNumericalString(trimmed) ? parseFloat(trimmed) : trimmed;\n\t}\n\treturn isCSSVariableToken(fallback) ? getVariableValue(fallback, element, depth + 1) : fallback;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/resolve-variants.mjs\nfunction getValueState(visualElement) {\n\tconst state = [{}, {}];\n\tvisualElement?.values.forEach((value, key) => {\n\t\tstate[0][key] = value.get();\n\t\tstate[1][key] = value.getVelocity();\n\t});\n\treturn state;\n}\nfunction resolveVariantFromProps(props, definition, custom, visualElement) {\n\tconst resolveFunction = (def) => typeof def === \"function\" ? def(custom !== void 0 ? custom : props.custom, ...getValueState(visualElement)) : def;\n\t/**\n\t* Resolve a function, then a variant label (which the function may have\n\t* returned), then a function again as the label may point to one. The\n\t* final function can only return a target object.\n\t*/\n\tdefinition = resolveFunction(definition);\n\tif (typeof definition === \"string\") definition = props.variants && props.variants[definition];\n\treturn resolveFunction(definition);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/resolve-dynamic-variants.mjs\nfunction resolveVariant(visualElement, definition, custom) {\n\treturn resolveVariantFromProps(visualElement.getProps(), definition, custom, visualElement);\n}\n/**\n* Exit variants resolve with AnimatePresence's custom, every other type\n* with the element's own.\n*/\nconst getTypeCustom = (visualElement, type) => type === \"exit\" ? visualElement.presenceContext?.custom : void 0;\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/keys-position.mjs\nconst positionalKeys = /* @__PURE__ */ new Set([\n\t\"width\",\n\t\"height\",\n\t\"top\",\n\t\"left\",\n\t\"right\",\n\t\"bottom\",\n\t...transformPropOrder\n]);\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/is-keyframes-target.mjs\nconst isKeyframesTarget = (v) => {\n\treturn Array.isArray(v);\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/setters.mjs\n/**\n* Set VisualElement's MotionValue, creating a new MotionValue for it if\n* it doesn't exist.\n*/\nfunction setMotionValue(visualElement, key, value) {\n\tif (visualElement.hasValue(key)) visualElement.getValue(key).set(value);\n\telse visualElement.addValue(key, motionValue(value));\n}\nfunction resolveFinalValueInKeyframes(v) {\n\treturn isKeyframesTarget(v) ? v[v.length - 1] || 0 : v;\n}\nfunction setTarget(visualElement, definition) {\n\tlet { transitionEnd = {}, transition = {}, ...target } = resolveVariant(visualElement, definition) || {};\n\ttarget = {\n\t\t...target,\n\t\t...transitionEnd\n\t};\n\tfor (const key in target) setMotionValue(visualElement, key, resolveFinalValueInKeyframes(target[key]));\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/utils/is-motion-value.mjs\nconst isMotionValue = (value) => Boolean(value && value.getVelocity);\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/will-change/is.mjs\nfunction isWillChangeMotionValue(value) {\n\treturn Boolean(isMotionValue(value) && value.add);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/will-change/add-will-change.mjs\nfunction addValueToWillChange(visualElement, key) {\n\tconst willChange = visualElement.getValue(\"willChange\");\n\t/**\n\t* It could be that a user has set willChange to a regular MotionValue,\n\t* in which case we can't add the value to it.\n\t*/\n\tif (isWillChangeMotionValue(willChange)) return willChange.add(key);\n\telse if (!willChange && MotionGlobalConfig.WillChange) {\n\t\tconst newWillChange = new MotionGlobalConfig.WillChange(\"auto\");\n\t\tvisualElement.addValue(\"willChange\", newWillChange);\n\t\tnewWillChange.add(key);\n\t}\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/dom/utils/camel-to-dash.mjs\nfunction camelToDash(str) {\n\treturn str.replace(/([A-Z])/g, (match) => `-${match.toLowerCase()}`);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/optimized-appear/data-id.mjs\nconst optimizedAppearDataId = \"framerAppearId\";\nconst optimizedAppearDataAttribute = \"data-\" + camelToDash(optimizedAppearDataId);\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/optimized-appear/get-appear-id.mjs\nfunction getOptimisedAppearId(visualElement) {\n\treturn visualElement.props[optimizedAppearDataAttribute];\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/interfaces/visual-element-target.mjs\nconst isBrowser$1 = typeof window !== \"undefined\";\n/**\n* Decide whether we should block this animation. Previously, we achieved this\n* just by checking whether the key was listed in protectedKeys, but this\n* posed problems if an animation was triggered by afterChildren and protectedKeys\n* had been set to true in the meantime.\n*/\nfunction shouldBlockAnimation({ protectedKeys, needsAnimating }, key) {\n\tconst shouldBlock = key in protectedKeys && !needsAnimating[key];\n\tneedsAnimating[key] = false;\n\treturn shouldBlock;\n}\nfunction animateTarget(visualElement, targetAndTransition, { delay = 0, transitionOverride, type } = {}) {\n\tlet { transition, transitionEnd, ...target } = targetAndTransition;\n\tconst defaultTransition = visualElement.getDefaultTransition();\n\ttransition = transition ? resolveTransition(transition, defaultTransition) : defaultTransition;\n\tconst reduceMotion = transition?.reduceMotion;\n\tconst skipAnimations = transition?.skipAnimations;\n\tif (transitionOverride) transition = transitionOverride;\n\tconst animations = [];\n\tconst animationTypeState = type && visualElement.animationState?.getState()[type];\n\tconst path = transition?.path;\n\tif (path) path.animateVisualElement(visualElement, target, transition, delay, animations);\n\tfor (const key in target) {\n\t\tconst value = visualElement.getValue(key, visualElement.latestValues[key] ?? null);\n\t\tconst valueTarget = target[key];\n\t\tif (valueTarget === void 0 || animationTypeState && shouldBlockAnimation(animationTypeState, key)) continue;\n\t\tconst valueTransition = {\n\t\t\tdelay,\n\t\t\t...getValueTransition$1(transition || {}, key)\n\t\t};\n\t\tif (skipAnimations) valueTransition.skipAnimations = true;\n\t\t/**\n\t\t* If the value is already at the defined target, skip the animation.\n\t\t* We still re-assert the value via frame.update to take precedence\n\t\t* over any stale transitionEnd callbacks from previous animations.\n\t\t*/\n\t\tconst currentValue = value.get();\n\t\tif (currentValue !== void 0 && !value.isAnimating() && !Array.isArray(valueTarget) && valueTarget === currentValue && !valueTransition.velocity) {\n\t\t\tframe.update(() => value.set(valueTarget));\n\t\t\tcontinue;\n\t\t}\n\t\t/**\n\t\t* If this is the first time a value is being animated, check\n\t\t* to see if we're handling off from an existing animation.\n\t\t*/\n\t\tlet isHandoff = false;\n\t\tif (isBrowser$1 && window.MotionHandoffAnimation) {\n\t\t\tconst appearId = getOptimisedAppearId(visualElement);\n\t\t\tif (appearId) {\n\t\t\t\tconst startTime = window.MotionHandoffAnimation(appearId, key, frame);\n\t\t\t\tif (startTime !== null) {\n\t\t\t\t\tvalueTransition.startTime = startTime;\n\t\t\t\t\tisHandoff = true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\taddValueToWillChange(visualElement, key);\n\t\tconst shouldReduceMotion = reduceMotion ?? visualElement.shouldReduceMotion;\n\t\tvalue.start(animateMotionValue(key, value, valueTarget, shouldReduceMotion && positionalKeys.has(key) ? { type: false } : valueTransition, visualElement, isHandoff));\n\t\tconst animation = value.animation;\n\t\tif (animation) animations.push(animation);\n\t}\n\tif (transitionEnd) {\n\t\tconst applyTransitionEnd = () => frame.update(() => {\n\t\t\ttransitionEnd && setTarget(visualElement, transitionEnd);\n\t\t});\n\t\tif (animations.length) Promise.all(animations).then(applyTransitionEnd);\n\t\telse applyTransitionEnd();\n\t}\n\treturn animations;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/interfaces/visual-element-variant.mjs\nfunction animateVariant(visualElement, variant, options = {}) {\n\tconst resolved = resolveVariant(visualElement, variant, getTypeCustom(visualElement, options.type));\n\tconst transition = options.transitionOverride || (resolved?.transition ?? (visualElement.getDefaultTransition() || {}));\n\tconst getAnimation = () => Promise.all(resolved ? animateTarget(visualElement, resolved, options) : []);\n\tconst getChildAnimations = (delay = 0) => {\n\t\tconst { variantChildren } = visualElement;\n\t\tconst { delayChildren = 0, staggerChildren, staggerDirection } = transition;\n\t\tconst animations = [];\n\t\tvariantChildren?.forEach((child) => {\n\t\t\tchild.notify(\"AnimationStart\", variant);\n\t\t\tanimations.push(animateVariant(child, variant, {\n\t\t\t\t...options,\n\t\t\t\tdelay: delay + (typeof delayChildren === \"function\" ? 0 : delayChildren) + calcChildStagger(variantChildren, child, delayChildren, staggerChildren, staggerDirection)\n\t\t\t}).then(() => child.notify(\"AnimationComplete\", variant)));\n\t\t});\n\t\treturn Promise.all(animations);\n\t};\n\t/**\n\t* when: \"beforeChildren\" | \"afterChildren\" runs this element's animation\n\t* and its children's in sequence.\n\t*/\n\tconst { when } = transition;\n\treturn when ? when === \"beforeChildren\" ? getAnimation().then(() => getChildAnimations()) : getChildAnimations().then(getAnimation) : Promise.all([getAnimation(), getChildAnimations(options.delay)]);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/interfaces/visual-element.mjs\nfunction animateVisualElement(visualElement, definition, options = {}) {\n\tvisualElement.notify(\"AnimationStart\", definition);\n\treturn (Array.isArray(definition) ? Promise.all(definition.map((variant) => animateVariant(visualElement, variant, options))) : typeof definition === \"string\" ? animateVariant(visualElement, definition, options) : Promise.all(animateTarget(visualElement, resolveVariant(visualElement, definition, options.custom), options))).then(() => {\n\t\tvisualElement.notify(\"AnimationComplete\", definition);\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/auto.mjs\n/**\n* ValueType for \"auto\"\n*/\nconst auto = {\n\ttest: (v) => v === \"auto\",\n\tparse: (v) => v\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/test.mjs\n/**\n* Tests a provided value against a ValueType\n*/\nconst testValueType = (v) => (type) => type.test(v);\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/dimensions.mjs\n/**\n* A list of value types commonly used for dimensions\n*/\nconst dimensionValueTypes = [\n\tnumber,\n\tpx,\n\tpercent,\n\tdegrees,\n\tvw,\n\tvh,\n\tauto\n];\n/**\n* Tests a dimensional value against the list of dimension ValueTypes\n*/\nconst findDimensionValueType = (v) => dimensionValueTypes.find(testValueType(v));\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/keyframes/utils/is-none.mjs\nfunction isNone(value) {\n\tif (typeof value === \"number\") return value === 0;\n\telse if (value !== null) return value === \"none\" || value === \"0\" || isZeroValueString(value);\n\telse return true;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/keyframes/utils/make-none-animatable.mjs\n/**\n* If we encounter keyframes like \"none\" or \"0\" and we also have keyframes like\n* \"#fff\" or \"200px 200px\" we want to find a keyframe to serve as a template for\n* the \"none\" keyframes. In this case \"#fff\" or \"200px 200px\" - then these get turned into\n* zero equivalents, i.e. \"#fff0\" or \"0px 0px\".\n*/\nconst invalidTemplates = /* @__PURE__ */ new Set([\n\t\"auto\",\n\t\"none\",\n\t\"0\"\n]);\nfunction makeNoneKeyframesAnimatable(unresolvedKeyframes, noneKeyframeIndexes, name) {\n\tlet i = 0;\n\tlet animatableTemplate = void 0;\n\twhile (i < unresolvedKeyframes.length && !animatableTemplate) {\n\t\tconst keyframe = unresolvedKeyframes[i];\n\t\tif (typeof keyframe === \"string\" && !invalidTemplates.has(keyframe) && hasComplexValues(keyframe)) animatableTemplate = unresolvedKeyframes[i];\n\t\ti++;\n\t}\n\tif (animatableTemplate && name) for (const noneIndex of noneKeyframeIndexes) {\n\t\t/**\n\t\t* A zero-valued template like \"0%\" is already its own\n\t\t* animatable none, so there's nothing to derive.\n\t\t*/\n\t\tif (unresolvedKeyframes[noneIndex] === animatableTemplate) continue;\n\t\tunresolvedKeyframes[noneIndex] = getAnimatableNone(name, animatableTemplate);\n\t}\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/keyframes/DOMKeyframesResolver.mjs\nvar DOMKeyframesResolver = class extends KeyframeResolver {\n\tconstructor(unresolvedKeyframes, onComplete, name, motionValue, element) {\n\t\tsuper(unresolvedKeyframes, onComplete, name, motionValue, element, true);\n\t}\n\treadKeyframes() {\n\t\tconst { unresolvedKeyframes, element, name } = this;\n\t\tif (!element || !element.current) return;\n\t\tsuper.readKeyframes();\n\t\t/**\n\t\t* If any keyframe is a CSS variable, we need to find its value by sampling the element\n\t\t*/\n\t\tfor (let i = 0; i < unresolvedKeyframes.length; i++) {\n\t\t\tlet keyframe = unresolvedKeyframes[i];\n\t\t\tif (typeof keyframe === \"string\") {\n\t\t\t\tkeyframe = keyframe.trim();\n\t\t\t\tif (isCSSVariableToken(keyframe)) {\n\t\t\t\t\tconst resolved = getVariableValue(keyframe, element.current);\n\t\t\t\t\tif (resolved !== void 0) unresolvedKeyframes[i] = resolved;\n\t\t\t\t\tif (i === unresolvedKeyframes.length - 1) this.finalKeyframe = keyframe;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\t/**\n\t\t* Resolve \"none\" values. We do this potentially twice - once before and once after measuring keyframes.\n\t\t* This could be seen as inefficient but it's a trade-off to avoid measurements in more situations, which\n\t\t* have a far bigger performance impact.\n\t\t*/\n\t\tthis.resolveNoneKeyframes();\n\t\t/**\n\t\t* Check to see if unit type has changed. If so schedule jobs that will\n\t\t* temporarily set styles to the destination keyframes.\n\t\t* Skip if we have more than two keyframes or this isn't a positional value.\n\t\t* TODO: We can throw if there are multiple keyframes and the value type changes.\n\t\t*/\n\t\tif (!positionalKeys.has(name) || unresolvedKeyframes.length !== 2) return;\n\t\tconst [origin, target] = unresolvedKeyframes;\n\t\tif (typeof origin === \"number\" && typeof target === \"number\") return;\n\t\tconst originType = findDimensionValueType(origin);\n\t\tconst targetType = findDimensionValueType(target);\n\t\tif (containsCSSVariable(origin) !== containsCSSVariable(target) && positionalValues[name]) {\n\t\t\tthis.needsMeasurement = true;\n\t\t\treturn;\n\t\t}\n\t\t/**\n\t\t* Either we don't recognise these value types or we can animate between them.\n\t\t*/\n\t\tif (originType === targetType) return;\n\t\t/**\n\t\t* If both values are numbers or pixels, we can animate between them by\n\t\t* converting them to numbers.\n\t\t*/\n\t\tif (isNumOrPxType(originType) && isNumOrPxType(targetType)) for (let i = 0; i < unresolvedKeyframes.length; i++) {\n\t\t\tconst value = unresolvedKeyframes[i];\n\t\t\tif (typeof value === \"string\") unresolvedKeyframes[i] = parseFloat(value);\n\t\t}\n\t\telse if (positionalValues[name])\n /**\n\t\t* Else, the only way to resolve this is by measuring the element.\n\t\t*/\n\t\tthis.needsMeasurement = true;\n\t}\n\tresolveNoneKeyframes() {\n\t\tconst { unresolvedKeyframes, name } = this;\n\t\tconst noneKeyframeIndexes = [];\n\t\tfor (let i = 0; i < unresolvedKeyframes.length; i++) if (unresolvedKeyframes[i] === null || isNone(unresolvedKeyframes[i])) noneKeyframeIndexes.push(i);\n\t\tif (noneKeyframeIndexes.length) makeNoneKeyframesAnimatable(unresolvedKeyframes, noneKeyframeIndexes, name);\n\t}\n\tmeasure() {\n\t\tconst { element, name } = this;\n\t\treturn positionalValues[name](window.getComputedStyle(element.current), () => element.measureViewportBox());\n\t}\n\tmeasureInitialState() {\n\t\tconst { element, unresolvedKeyframes, name } = this;\n\t\tif (!element || !element.current) return;\n\t\tif (name === \"height\") this.suspendedScrollY = window.pageYOffset;\n\t\tthis.measuredOrigin = this.measure();\n\t\tunresolvedKeyframes[0] = this.measuredOrigin;\n\t\tconst measureKeyframe = unresolvedKeyframes[unresolvedKeyframes.length - 1];\n\t\tif (measureKeyframe !== void 0) this.motionValue?.jump(measureKeyframe, false);\n\t}\n\tmeasureEndState() {\n\t\tconst { element, unresolvedKeyframes } = this;\n\t\tif (!element || !element.current) return;\n\t\tthis.motionValue?.jump(this.measuredOrigin, false);\n\t\tconst finalKeyframeIndex = unresolvedKeyframes.length - 1;\n\t\tconst finalKeyframe = unresolvedKeyframes[finalKeyframeIndex];\n\t\tunresolvedKeyframes[finalKeyframeIndex] = this.measure();\n\t\tif (finalKeyframe !== null && this.finalKeyframe === void 0) this.finalKeyframe = finalKeyframe;\n\t\tif (this.removedTransforms?.length) this.removedTransforms.forEach(([unsetTransformName, unsetTransformValue]) => {\n\t\t\telement.getValue(unsetTransformName).set(unsetTransformValue);\n\t\t});\n\t\tthis.resolveNoneKeyframes();\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/border-radius.mjs\n/**\n* The four corner-radius longhands. Shared so the projection mixer, scale\n* corrector, WAAPI px-value set and view-transition crop pass don't each carry\n* their own copy. Order is irrelevant - every consumer mixes/corrects/animates\n* each corner independently.\n*/\nconst cornerRadiusProps = [\n\t\"borderTopLeftRadius\",\n\t\"borderTopRightRadius\",\n\t\"borderBottomRightRadius\",\n\t\"borderBottomLeftRadius\"\n];\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/utils/px-values.mjs\nconst pxValues = /* @__PURE__ */ new Set([\n\t\"borderWidth\",\n\t\"borderTopWidth\",\n\t\"borderRightWidth\",\n\t\"borderBottomWidth\",\n\t\"borderLeftWidth\",\n\t\"borderRadius\",\n\t...cornerRadiusProps,\n\t\"width\",\n\t\"maxWidth\",\n\t\"height\",\n\t\"maxHeight\",\n\t\"top\",\n\t\"right\",\n\t\"bottom\",\n\t\"left\",\n\t\"inset\",\n\t\"insetBlock\",\n\t\"insetBlockStart\",\n\t\"insetBlockEnd\",\n\t\"insetInline\",\n\t\"insetInlineStart\",\n\t\"insetInlineEnd\",\n\t\"padding\",\n\t\"paddingTop\",\n\t\"paddingRight\",\n\t\"paddingBottom\",\n\t\"paddingLeft\",\n\t\"paddingBlock\",\n\t\"paddingBlockStart\",\n\t\"paddingBlockEnd\",\n\t\"paddingInline\",\n\t\"paddingInlineStart\",\n\t\"paddingInlineEnd\",\n\t\"margin\",\n\t\"marginTop\",\n\t\"marginRight\",\n\t\"marginBottom\",\n\t\"marginLeft\",\n\t\"marginBlock\",\n\t\"marginBlockStart\",\n\t\"marginBlockEnd\",\n\t\"marginInline\",\n\t\"marginInlineStart\",\n\t\"marginInlineEnd\",\n\t\"fontSize\",\n\t\"backgroundPositionX\",\n\t\"backgroundPositionY\"\n]);\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/keyframes/utils/apply-px-defaults.mjs\nfunction applyPxDefaults(keyframes, name) {\n\tfor (let i = 0; i < keyframes.length; i++) if (typeof keyframes[i] === \"number\" && pxValues.has(name)) keyframes[i] = keyframes[i] + \"px\";\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/easing/is-supported.mjs\nfunction isWaapiSupportedEasing(easing) {\n\treturn Boolean(typeof easing === \"function\" && supportsLinearEasing() || !easing || typeof easing === \"string\" && (easing in supportedWaapiEasing || supportsLinearEasing()) || isBezierDefinition(easing) || Array.isArray(easing) && easing.every(isWaapiSupportedEasing));\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/waapi/supports/partial-keyframes.mjs\nconst supportsPartialKeyframes = /*@__PURE__*/ memo$1(() => {\n\ttry {\n\t\tdocument.createElement(\"div\").animate({ opacity: [1] });\n\t} catch (e) {\n\t\treturn false;\n\t}\n\treturn true;\n});\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/animate/effects.mjs\n/**\n* Effects registered via `animate.addEffect()`, most recent first.\n*/\nconst effects = [];\nfunction addEffect(effect) {\n\tinvariant(typeof effect.test === \"function\" && typeof effect.read === \"function\", \"Effects passed to animate.addEffect() need test() and read().\", \"effect-missing-test\");\n\tremoveEffect(effect);\n\teffects.unshift(effect);\n}\nfunction removeEffect(effect) {\n\tremoveItem(effects, effect);\n}\nfunction findEffect(subject) {\n\treturn effects.find((effect) => effect.test(subject));\n}\n/**\n* Animate each key in `keyframes` on the motion value `getValue` returns\n* for it. `element` is what the keyframe resolver uses to read, render\n* and measure the subject when the effect defers resolution to it.\n*/\nfunction animateValues(getValue, keyframes, transition = {}, element) {\n\tconst animations = [];\n\tconst { velocity } = transition;\n\tconst reduceMotion = transition.reduceMotion ?? element?.shouldReduceMotion;\n\tfor (const key in keyframes) {\n\t\tif (key === \"transition\" || key === \"transitionEnd\") continue;\n\t\tconst target = keyframes[key];\n\t\tif (target === void 0) continue;\n\t\tconst value = getValue(key);\n\t\t/**\n\t\t* If the value is already at the defined target, skip the animation.\n\t\t* We still re-assert the value via frame.update to take precedence\n\t\t* over any stale transitionEnd callbacks from previous animations.\n\t\t*/\n\t\tconst current = value.get();\n\t\tif (current !== void 0 && !value.isAnimating() && !Array.isArray(target) && target === current && !velocity) {\n\t\t\tframe.update(() => value.set(target));\n\t\t\tcontinue;\n\t\t}\n\t\tvalue.start(animateMotionValue(key, value, target, reduceMotion && positionalKeys.has(key) ? { type: false } : transition, element));\n\t\tvalue.animation && animations.push(value.animation);\n\t}\n\tconst { transitionEnd } = keyframes;\n\tif (transitionEnd) {\n\t\tconst applyTransitionEnd = () => frame.update(() => {\n\t\t\tfor (const key in transitionEnd) getValue(key).set(transitionEnd[key]);\n\t\t});\n\t\tanimations.length ? Promise.all(animations).then(applyTransitionEnd) : applyTransitionEnd();\n\t}\n\treturn animations;\n}\n/**\n* Animate the keys of `subject` via `effect`. Motion values are created on\n* first animation and bound to the subject through the effect for the\n* rest of its life.\n*\n* Without `element`, a new value is seeded synchronously from the first\n* keyframe or `effect.read()`. With it, the value starts undefined and the\n* keyframe resolver reads the subject (batched, with unit conversion by\n* measurement) via `element`.\n*/\nfunction animateEffectSubject(effect, subject, keyframes, transition, element) {\n\treturn animateValues((key) => {\n\t\tlet value = effect.get(subject, key);\n\t\tif (!value) {\n\t\t\tlet initial;\n\t\t\tif (!element) {\n\t\t\t\tconst target = keyframes[key];\n\t\t\t\tinitial = firstKeyframe(target) ?? effect.read(subject, key, target);\n\t\t\t\tinvariant(initial !== void 0, `\"${key}\" can't be read from the animated subject. Provide [from, to] keyframes.`, \"effect-unreadable-value\");\n\t\t\t}\n\t\t\tvalue = motionValue(initial, { owner: element });\n\t\t\teffect(subject, { [key]: value });\n\t\t}\n\t\treturn value;\n\t}, keyframes, transition, element);\n}\nfunction firstKeyframe(target) {\n\tconst first = Array.isArray(target) ? target[0] : void 0;\n\treturn first === null ? void 0 : first;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/is-html-element.mjs\n/**\n* Checks if an element is an HTML element in a way\n* that works across iframes\n*/\nfunction isHTMLElement(element) {\n\treturn isObject(element) && \"offsetHeight\" in element && !(\"ownerSVGElement\" in element);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/is-svg-element.mjs\n/**\n* Checks if an element is an SVG element in a way\n* that works across iframes\n*/\nfunction isSVGElement(element) {\n\treturn isObject(element) && \"ownerSVGElement\" in element;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/utils/get-as-type.mjs\n/**\n* Provided a value and a ValueType, returns the value as that value type.\n*/\nconst getValueAsType = (value, type) => {\n\treturn type && typeof value === \"number\" ? type.transform(value) : value;\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/resolve-elements.mjs\nfunction resolveElements(elementOrSelector, scope, selectorCache) {\n\tif (elementOrSelector == null) return [];\n\tif (elementOrSelector instanceof EventTarget) return [elementOrSelector];\n\telse if (typeof elementOrSelector === \"string\") {\n\t\tlet root = document;\n\t\tif (scope) root = scope.current;\n\t\tconst elements = selectorCache?.[elementOrSelector] ?? root.querySelectorAll(elementOrSelector);\n\t\treturn elements ? Array.from(elements) : [];\n\t}\n\treturn Array.from(elementOrSelector).filter((element) => element != null);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/effects/utils/create-dom-effect.mjs\nfunction createSelectorEffect(subjectEffect) {\n\tconst effect = (subject, values) => {\n\t\tconst elements = resolveElements(subject);\n\t\tconst subscriptions = [];\n\t\tfor (const element of elements) {\n\t\t\tconst remove = subjectEffect(element, values);\n\t\t\tsubscriptions.push(remove);\n\t\t}\n\t\treturn () => {\n\t\t\tfor (const remove of subscriptions) remove();\n\t\t};\n\t};\n\tconst { test, read, get, flush, state } = subjectEffect;\n\treturn Object.assign(effect, {\n\t\ttest,\n\t\tread,\n\t\tget,\n\t\tflush,\n\t\tstate\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/effects/MotionValueState.mjs\nvar MotionValueState = class {\n\t/**\n\t* @param step - The frameloop step renders are scheduled in. Defaults\n\t* to `frame.render`. Effects that feed a render loop running in\n\t* `frame.render` (GPU scenes) should write in `frame.preRender`.\n\t*/\n\tconstructor(step = frame.render) {\n\t\tthis.step = step;\n\t\tthis.values = /* @__PURE__ */ new Map();\n\t\t/**\n\t\t* Renders scheduled for the next flush, usually one or two (values\n\t\t* bound to the same computed render, e.g. `x` and `y` to `transform`,\n\t\t* share an entry). Tracked with a count rather than truncating the\n\t\t* array so no backing store is reallocated every frame. Kept per\n\t\t* state so pending writes can be flushed synchronously before the\n\t\t* subject is measured.\n\t\t*/\n\t\tthis.pending = [];\n\t\tthis.numPending = 0;\n\t\t/**\n\t\t* Run the pending renders. Resetting the count first means a render\n\t\t* scheduled while flushing lands in the next frame, as with the\n\t\t* frameloop itself.\n\t\t*/\n\t\tthis.flush = () => {\n\t\t\tconst { pending, numPending } = this;\n\t\t\tthis.numPending = 0;\n\t\t\tfor (let i = 0; i < numPending; i++) pending[i]();\n\t\t};\n\t}\n\t/**\n\t* @param render - Writes the value to the subject. Renders read the\n\t* motion value directly rather than a cached copy, so there is one\n\t* place a value lives.\n\t* @param computed - A value already in this state (e.g. `transform`)\n\t* whose render should run whenever `value` changes.\n\t*/\n\tset(name, value, render, computed) {\n\t\tthis.values.get(name)?.onRemove();\n\t\tif (computed) {\n\t\t\tfor (const entry of this.values.values()) if (entry.value === computed) render = entry.render;\n\t\t}\n\t\tconst onChange = () => render && this.schedule(render);\n\t\t/**\n\t\t* Values created ahead of a DOM read start out undefined and\n\t\t* have nothing to render until they're set.\n\t\t*/\n\t\tvalue.get() !== void 0 && onChange();\n\t\tconst cancelOnChange = value.on(\"change\", onChange);\n\t\tconst onRemove = () => {\n\t\t\tcancelOnChange();\n\t\t\trender && !computed && this.cancel(render);\n\t\t\t/**\n\t\t\t* A later set() of the same name has already removed this\n\t\t\t* entry, so leave the one that replaced it.\n\t\t\t*/\n\t\t\tthis.values.get(name)?.onRemove === onRemove && this.values.delete(name);\n\t\t};\n\t\tthis.values.set(name, {\n\t\t\tvalue,\n\t\t\trender: computed ? void 0 : render,\n\t\t\tonRemove\n\t\t});\n\t\treturn onRemove;\n\t}\n\tget(name) {\n\t\treturn this.values.get(name)?.value;\n\t}\n\t/**\n\t* Detach every value from this state and return them, so another\n\t* renderer can take them over. The state stays cached by its effect,\n\t* so the bound transforms are reset too rather than leaking into\n\t* values bound later.\n\t*/\n\trelease() {\n\t\tconst values = /* @__PURE__ */ new Map();\n\t\tthis.values.forEach((entry, name) => {\n\t\t\tvalues.set(name, entry.value);\n\t\t\tentry.onRemove();\n\t\t});\n\t\tthis.transformKeys = this.transformValues = void 0;\n\t\treturn values;\n\t}\n\tschedule(render) {\n\t\tconst { pending, numPending } = this;\n\t\tfor (let i = 0; i < numPending; i++) if (pending[i] === render) return;\n\t\tnumPending || this.step(this.flush);\n\t\tpending[this.numPending++] = render;\n\t}\n\tcancel(render) {\n\t\tconst { pending } = this;\n\t\tfor (let i = 0; i < this.numPending; i++) if (pending[i] === render) {\n\t\t\tpending[i] = pending[--this.numPending];\n\t\t\treturn;\n\t\t}\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/effects/utils/create-effect.mjs\nfunction createEffect(addValue, { step, ...options } = {}) {\n\tconst stateCache = /* @__PURE__ */ new WeakMap();\n\tconst effect = (subject, values) => {\n\t\tconst state = stateCache.get(subject) ?? new MotionValueState(step);\n\t\tstateCache.set(subject, state);\n\t\tconst subscriptions = [];\n\t\tfor (const key in values) {\n\t\t\tconst value = values[key];\n\t\t\tconst remove = addValue(subject, state, key, value);\n\t\t\tsubscriptions.push(remove);\n\t\t}\n\t\treturn () => {\n\t\t\tfor (const cancel of subscriptions) cancel();\n\t\t};\n\t};\n\treturn Object.assign(effect, options, {\n\t\tget: (subject, key) => stateCache.get(subject)?.get(key),\n\t\tflush: (subject) => stateCache.get(subject)?.flush(),\n\t\tstate: (subject) => stateCache.get(subject)\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/effects/style/transform.mjs\nconst translateAlias$1 = {\n\tx: \"translateX\",\n\ty: \"translateY\",\n\tz: \"translateZ\",\n\ttransformPerspective: \"perspective\"\n};\n/**\n* Cache of `translateX(`-style openers so each render is a few string\n* concatenations rather than a template per transform.\n*/\nconst openers = {};\nfunction buildTransform$1(state) {\n\tlet transform = \"\";\n\tconst { transformKeys: keys = [], transformValues: values = {} } = state;\n\t/**\n\t* Loop over the bound transforms in order, adding the ones that\n\t* aren't at their default value to the transform string.\n\t*/\n\tfor (let i = 0; i < keys.length; i++) {\n\t\tconst key = keys[i];\n\t\tconst value = values[key].get();\n\t\tif (value === void 0) continue;\n\t\tif ((typeof value === \"number\" ? value : parseFloat(value)) !== (key.startsWith(\"scale\") ? 1 : 0)) transform += (transform && \" \") + (openers[key] || (openers[key] = (translateAlias$1[key] || key) + \"(\")) + getValueAsType(value, transformValueTypes[key]) + \")\";\n\t}\n\tconst pathRotation = state.get(\"pathRotation\")?.get();\n\tif (pathRotation) transform += (transform && \" \") + \"rotate(\" + getValueAsType(pathRotation, transformValueTypes.pathRotation) + \")\";\n\treturn transform || \"none\";\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/effects/style/index.mjs\nconst originProps = /* @__PURE__ */ new Set([\n\t\"originX\",\n\t\"originY\",\n\t\"originZ\"\n]);\n/**\n* A bound value in its default unit, e.g. `originX: 50` -> `\"50%\"`.\n*/\nconst styleValue = (state, key) => getValueAsType(state.get(key)?.get(), numberValueTypes[key]);\nconst addStyleValue = (element, state, key, value) => {\n\tlet render = void 0;\n\tlet computed = void 0;\n\tif (transformProps.has(key)) {\n\t\tif (key !== \"pathRotation\") {\n\t\t\tconst keys = state.transformKeys ?? (state.transformKeys = []);\n\t\t\t(state.transformValues ?? (state.transformValues = {}))[key] = value;\n\t\t\tif (!keys.includes(key)) {\n\t\t\t\tkeys.push(key);\n\t\t\t\tkeys.sort((a, b) => transformPropOrder.indexOf(a) - transformPropOrder.indexOf(b));\n\t\t\t}\n\t\t}\n\t\tif (!state.get(\"transform\")) {\n\t\t\tif (!isHTMLElement(element) && !state.get(\"transformBox\")) addStyleValue(element, state, \"transformBox\", new MotionValue(\"fill-box\"));\n\t\t\tstate.set(\"transform\", new MotionValue(\"none\"), () => {\n\t\t\t\telement.style.transform = buildTransform$1(state);\n\t\t\t});\n\t\t}\n\t\tcomputed = state.get(\"transform\");\n\t} else if (originProps.has(key)) {\n\t\tif (!state.get(\"transformOrigin\")) state.set(\"transformOrigin\", new MotionValue(\"\"), () => {\n\t\t\tconst originX = styleValue(state, \"originX\") ?? \"50%\";\n\t\t\tconst originY = styleValue(state, \"originY\") ?? \"50%\";\n\t\t\tconst originZ = styleValue(state, \"originZ\") ?? 0;\n\t\t\telement.style.transformOrigin = `${originX} ${originY} ${originZ}`;\n\t\t});\n\t\tcomputed = state.get(\"transformOrigin\");\n\t} else if (isCSSVar(key)) render = () => {\n\t\telement.style.setProperty(key, value.get());\n\t};\n\telse render = () => {\n\t\telement.style[key] = getValueAsType(value.get(), numberValueTypes[key]);\n\t};\n\treturn state.set(key, value, render, computed);\n};\nconst isStyleSubject = (subject) => isHTMLElement(subject) || isSVGElement(subject);\n/**\n* Reads the current value of a style from the element, as the initial\n* keyframe when `animate()` targets an element via this effect. Transforms\n* are parsed out of the computed matrix; everything else is the computed\n* style. Units aren't converted to match the target keyframes. A style\n* the browser can't report is 0, as a VisualElement reports it.\n*/\nconst readStyleValue = (element, key) => {\n\tif (transformProps.has(key)) return readTransformValue(element, key);\n\tconst computedStyle = getComputedStyle(element);\n\tconst value = isCSSVar(key) ? computedStyle.getPropertyValue(key) : computedStyle[key];\n\treturn typeof value === \"string\" && value.trim() || 0;\n};\n/**\n* The per-element effect `animate()` binds through, so HTML values share\n* state with a direct `styleEffect()` call. The exported `styleEffect`\n* is this wrapped to also accept selectors.\n*/\nconst styleSubjectEffect = /*@__PURE__*/ createEffect(addStyleValue, {\n\ttest: isStyleSubject,\n\tread: readStyleValue\n});\nconst styleEffect = /*@__PURE__*/ createSelectorEffect(styleSubjectEffect);\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/html/utils/build-transform.mjs\nconst translateAlias = {\n\tx: \"translateX\",\n\ty: \"translateY\",\n\tz: \"translateZ\",\n\ttransformPerspective: \"perspective\"\n};\nconst numTransforms = transformPropOrder.length;\n/**\n* Build a CSS transform style from individual x/y/scale etc properties.\n*\n* This outputs with a default order of transforms/scales/rotations, this can be customised by\n* providing a transformTemplate function.\n*/\nfunction buildTransform(latestValues, transform, transformTemplate) {\n\tlet transformString = \"\";\n\tlet transformIsDefault = true;\n\t/**\n\t* Loop over all possible transforms in order, adding the ones that\n\t* are present to the transform string.\n\t*/\n\tfor (let i = 0; i < numTransforms; i++) {\n\t\tconst key = transformPropOrder[i];\n\t\tconst value = latestValues[key];\n\t\tif (value === void 0) continue;\n\t\tlet valueIsDefault = true;\n\t\tif (typeof value === \"number\") valueIsDefault = value === (key.startsWith(\"scale\") ? 1 : 0);\n\t\telse {\n\t\t\tconst parsed = parseFloat(value);\n\t\t\tvalueIsDefault = key.startsWith(\"scale\") ? parsed === 1 : parsed === 0;\n\t\t}\n\t\tif (!valueIsDefault || transformTemplate) {\n\t\t\tconst valueAsType = getValueAsType(value, numberValueTypes[key]);\n\t\t\tif (!valueIsDefault) {\n\t\t\t\ttransformIsDefault = false;\n\t\t\t\tconst transformName = translateAlias[key] || key;\n\t\t\t\ttransformString += `${transformName}(${valueAsType}) `;\n\t\t\t}\n\t\t\tif (transformTemplate) transform[key] = valueAsType;\n\t\t}\n\t}\n\tconst pathRotation = latestValues.pathRotation;\n\tif (pathRotation) {\n\t\ttransformIsDefault = false;\n\t\ttransformString += `rotate(${getValueAsType(pathRotation, numberValueTypes.pathRotation)}) `;\n\t}\n\ttransformString = transformString.trim();\n\tif (transformTemplate) transformString = transformTemplate(transform, transformIsDefault ? \"\" : transformString);\n\telse if (transformIsDefault) transformString = \"none\";\n\treturn transformString;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/html/utils/build-styles.mjs\nfunction buildHTMLStyles(state, latestValues, transformTemplate) {\n\tconst { style, vars, transformOrigin } = state;\n\tlet hasTransform = false;\n\tlet hasTransformOrigin = false;\n\t/**\n\t* Loop over all our latest animated values and decide whether to handle them\n\t* as a style or CSS variable.\n\t*\n\t* Transforms and transform origins are kept separately for further processing.\n\t*/\n\tfor (const key in latestValues) {\n\t\tconst value = latestValues[key];\n\t\tif (transformProps.has(key)) {\n\t\t\thasTransform = true;\n\t\t\tcontinue;\n\t\t} else if (isCSSVariableName(key)) {\n\t\t\tvars[key] = value;\n\t\t\tcontinue;\n\t\t} else {\n\t\t\tconst valueAsType = getValueAsType(value, numberValueTypes[key]);\n\t\t\tif (key.startsWith(\"origin\")) {\n\t\t\t\thasTransformOrigin = true;\n\t\t\t\ttransformOrigin[key] = valueAsType;\n\t\t\t} else style[key] = valueAsType;\n\t\t}\n\t}\n\tif (!latestValues.transform) {\n\t\tif (hasTransform || transformTemplate) style.transform = buildTransform(latestValues, state.transform, transformTemplate);\n\t\telse if (style.transform)\n /**\n\t\t* If we have previously created a transform but currently don't have any,\n\t\t* reset transform style to none.\n\t\t*/\n\t\tstyle.transform = \"none\";\n\t}\n\t/**\n\t* Build a transformOrigin style. Uses the same defaults as the browser for\n\t* undefined origins.\n\t*/\n\tif (hasTransformOrigin) {\n\t\tconst { originX = \"50%\", originY = \"50%\", originZ = 0 } = transformOrigin;\n\t\tstyle.transformOrigin = `${originX} ${originY} ${originZ}`;\n\t}\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/svg/utils/path.mjs\nconst dashKeys = {\n\toffset: \"stroke-dashoffset\",\n\tarray: \"stroke-dasharray\"\n};\nconst camelKeys = {\n\toffset: \"strokeDashoffset\",\n\tarray: \"strokeDasharray\"\n};\n/**\n* Build SVG path properties. Uses the path's measured length to convert\n* our custom pathLength, pathSpacing and pathOffset into stroke-dashoffset\n* and stroke-dasharray attributes.\n*\n* This function is mutative to reduce per-frame GC.\n*\n* Note: We use unitless values for stroke-dasharray and stroke-dashoffset\n* because Safari incorrectly scales px values when the page is zoomed.\n*/\nfunction buildSVGPath(attrs, length, spacing = 1, offset = 0, useDashCase = true) {\n\tattrs.pathLength = 1;\n\tconst keys = useDashCase ? dashKeys : camelKeys;\n\tattrs[keys.offset] = `${-offset}`;\n\tattrs[keys.array] = `${length} ${spacing}`;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/svg/utils/build-attrs.mjs\n/**\n* Values rendered via style rather than as attributes. This must include\n* every value WAAPI can accelerate, as WAAPI writes its final value to\n* style, which would otherwise override later attribute writes.\n*/\nconst cssStyleProperties = [\n\t\"transform\",\n\t\"opacity\",\n\t\"clipPath\",\n\t\"filter\",\n\t\"offsetDistance\",\n\t\"offsetPath\",\n\t\"offsetRotate\",\n\t\"offsetAnchor\"\n];\n/**\n* Build SVG visual attributes, like cx and style.transform\n*/\nfunction buildSVGAttrs(state, { attrX, attrY, attrScale, pathLength, pathSpacing = 1, pathOffset = 0, ...latest }, isSVGTag, transformTemplate, styleProp) {\n\tbuildHTMLStyles(state, latest, transformTemplate);\n\t/**\n\t* For svg tags we just want to make sure viewBox is animatable and treat all the styles\n\t* as normal HTML tags.\n\t*/\n\tif (isSVGTag) {\n\t\tif (state.style.viewBox) state.attrs.viewBox = state.style.viewBox;\n\t\treturn;\n\t}\n\tstate.attrs = state.style;\n\tstate.style = {};\n\tconst { attrs, style } = state;\n\tfor (const key of cssStyleProperties) if (attrs[key] !== void 0) {\n\t\tstyle[key] = attrs[key];\n\t\tdelete attrs[key];\n\t}\n\tif (style.transform || attrs.transformOrigin) {\n\t\tstyle.transformOrigin = attrs.transformOrigin ?? \"50% 50%\";\n\t\tdelete attrs.transformOrigin;\n\t}\n\tif (style.transform) {\n\t\t/**\n\t\t* SVG's element transform-origin uses its own median as a reference.\n\t\t* Therefore, transformBox becomes a fill-box\n\t\t*/\n\t\tstyle.transformBox = styleProp?.transformBox ?? \"fill-box\";\n\t\tdelete attrs.transformBox;\n\t}\n\tif (attrX !== void 0) attrs.x = attrX;\n\tif (attrY !== void 0) attrs.y = attrY;\n\tif (attrScale !== void 0) attrs.scale = attrScale;\n\tif (pathLength !== void 0) buildSVGPath(attrs, pathLength, pathSpacing, pathOffset, false);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/effects/attr/index.mjs\nfunction canSetAsProperty(element, name) {\n\tif (!(name in element)) return false;\n\tconst descriptor = Object.getOwnPropertyDescriptor(Object.getPrototypeOf(element), name) || Object.getOwnPropertyDescriptor(element, name);\n\treturn descriptor && typeof descriptor.set === \"function\";\n}\n/**\n* `name` is the attribute written when it differs from the key the value\n* is stored under, e.g. `attrX` -> `x`. Numbers take the attribute's\n* default unit (`x: 100` -> `\"100px\"`), as they do when key and name match.\n*/\nconst addAttrValue = (element, state, key, value, name = key) => {\n\tconst isProp = canSetAsProperty(element, name);\n\tif (!isProp && (name.startsWith(\"data\") || name.startsWith(\"aria\"))) name = camelToDash(name);\n\tconst type = numberValueTypes[key] || numberValueTypes[name];\n\t/**\n\t* Set attribute directly via property if available\n\t*/\n\tconst render = isProp ? () => {\n\t\telement[name] = getValueAsType(value.get(), numberValueTypes[key]);\n\t} : () => {\n\t\tconst v = getValueAsType(value.get(), type);\n\t\tif (v === null || v === void 0) element.removeAttribute(name);\n\t\telse element.setAttribute(name, String(v));\n\t};\n\treturn state.set(key, value, render);\n};\nconst attrEffect = /*@__PURE__*/ createSelectorEffect(/*@__PURE__*/ createEffect(addAttrValue));\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/effects/svg/index.mjs\nfunction addSVGPathValue(element, state, key, value) {\n\tframe.render(() => element.setAttribute(\"pathLength\", \"1\"));\n\tif (key === \"pathOffset\") return state.set(key, value, () => {\n\t\tconst offset = value.get();\n\t\telement.setAttribute(\"stroke-dashoffset\", `${-offset}`);\n\t});\n\telse {\n\t\tif (!state.get(\"stroke-dasharray\")) state.set(\"stroke-dasharray\", new MotionValue(\"1 1\"), () => {\n\t\t\tconst pathLength = state.get(\"pathLength\")?.get() ?? 1;\n\t\t\tconst pathSpacing = state.get(\"pathSpacing\")?.get();\n\t\t\telement.setAttribute(\"stroke-dasharray\", `${pathLength} ${pathSpacing ?? 1 - Number(pathLength)}`);\n\t\t});\n\t\treturn state.set(key, value, void 0, state.get(\"stroke-dasharray\"));\n\t}\n}\nconst addSVGValue = (element, state, key, value) => {\n\tif (key.startsWith(\"path\")) return addSVGPathValue(element, state, key, value);\n\telse if (key.startsWith(\"attr\")) return addAttrValue(element, state, key, value, convertAttrKey(key));\n\treturn (transformProps.has(key) || originProps.has(key) || isCSSVar(key) || key in element.style ? addStyleValue : addAttrValue)(element, state, key, value);\n};\n/**\n* Reads the current value of `key` from an SVG element as the origin of\n* an animation, as the SVG VisualElement does: transforms start from\n* their defaults, CSS variables and the few CSS-only properties come from\n* computed style, falling back to the attribute when that's empty (e.g.\n* the element isn't rendered), and everything else is read from the\n* attribute, dash-cased (`strokeWidth` -> `stroke-width`) or, failing\n* that, as written (`baseFrequency`).\n*/\nconst readSVGValue = (element, key) => {\n\tif (transformProps.has(key)) return numberValueTypes[key]?.default || 0;\n\tif (isCSSVar(key) || cssStyleProperties.includes(key)) return readStyleValue(element, key) || element.getAttribute(camelToDash(key)) || 0;\n\tkey = convertAttrKey(key);\n\treturn element.getAttribute(camelToDash(key)) ?? element.getAttribute(key) ?? void 0;\n};\n/**\n* The per-element effect `animate()` binds through, so SVG values share\n* state with a direct `svgEffect()` call.\n*/\nconst svgSubjectEffect = /*@__PURE__*/ createEffect(addSVGValue, {\n\ttest: isSVGElement,\n\tread: readSVGValue\n});\nconst svgEffect = /*@__PURE__*/ createSelectorEffect(svgSubjectEffect);\nfunction convertAttrKey(key) {\n\treturn key.replace(/^attr([A-Z])/, (_, firstChar) => firstChar.toLowerCase());\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/geometry/conversion.mjs\n/**\n* Bounding boxes tend to be defined as top, left, right, bottom. For various operations\n* it's easier to consider each axis individually. This function returns a bounding box\n* as a map of single-axis min/max values.\n*/\nfunction convertBoundingBoxToBox({ top, left, right, bottom }) {\n\treturn {\n\t\tx: {\n\t\t\tmin: left,\n\t\t\tmax: right\n\t\t},\n\t\ty: {\n\t\t\tmin: top,\n\t\t\tmax: bottom\n\t\t}\n\t};\n}\nfunction convertBoxToBoundingBox({ x, y }) {\n\treturn {\n\t\ttop: y.min,\n\t\tright: x.max,\n\t\tbottom: y.max,\n\t\tleft: x.min\n\t};\n}\n/**\n* Applies a TransformPoint function to a bounding box. TransformPoint is usually a function\n* provided by Framer to allow measured points to be corrected for device scaling. This is used\n* when measuring DOM elements and DOM event points.\n*/\nfunction transformBoxPoints(point, transformPoint) {\n\tif (!transformPoint) return point;\n\tconst topLeft = transformPoint({\n\t\tx: point.left,\n\t\ty: point.top\n\t});\n\tconst bottomRight = transformPoint({\n\t\tx: point.right,\n\t\ty: point.bottom\n\t});\n\treturn {\n\t\ttop: topLeft.y,\n\t\tleft: topLeft.x,\n\t\tbottom: bottomRight.y,\n\t\tright: bottomRight.x\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/utils/has-transform.mjs\nfunction isIdentityScale(scale) {\n\treturn scale === void 0 || scale === 1;\n}\nfunction hasScale({ scale, scaleX, scaleY }) {\n\treturn !isIdentityScale(scale) || !isIdentityScale(scaleX) || !isIdentityScale(scaleY);\n}\nfunction hasTransform(values) {\n\treturn hasScale(values) || has2DTranslate(values) || values.z || values.rotate || values.rotateX || values.rotateY || values.skewX || values.skewY;\n}\nfunction has2DTranslate(values) {\n\treturn is2DTranslate(values.x) || is2DTranslate(values.y);\n}\nfunction is2DTranslate(value) {\n\treturn value && value !== \"0%\";\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/geometry/delta-apply.mjs\n/**\n* Scales a point based on a factor and an originPoint\n*/\nfunction scalePoint(point, scale, originPoint) {\n\treturn originPoint + scale * (point - originPoint);\n}\n/**\n* Applies a translate/scale delta to a point\n*/\nfunction applyPointDelta(point, translate, scale, originPoint, boxScale) {\n\tif (boxScale !== void 0) point = scalePoint(point, boxScale, originPoint);\n\treturn scalePoint(point, scale, originPoint) + translate;\n}\n/**\n* Applies a translate/scale delta to an axis\n*/\nfunction applyAxisDelta(axis, translate = 0, scale = 1, originPoint, boxScale) {\n\taxis.min = applyPointDelta(axis.min, translate, scale, originPoint, boxScale);\n\taxis.max = applyPointDelta(axis.max, translate, scale, originPoint, boxScale);\n}\n/**\n* Applies a translate/scale delta to a box\n*/\nfunction applyBoxDelta(box, { x, y }) {\n\tapplyAxisDelta(box.x, x.translate, x.scale, x.originPoint);\n\tapplyAxisDelta(box.y, y.translate, y.scale, y.originPoint);\n}\nconst TREE_SCALE_SNAP_MIN = .999999999999;\nconst TREE_SCALE_SNAP_MAX = 1.0000000000001;\n/**\n* Apply a tree of deltas to a box. We do this to calculate the effect of all the transforms\n* in a tree upon our box before then calculating how to project it into our desired viewport-relative box\n*\n* This is the final nested loop within updateLayoutDelta for future refactoring\n*/\nfunction applyTreeDeltas(box, treeScale, treePath, isSharedTransition = false) {\n\tconst treeLength = treePath.length;\n\tif (!treeLength) return;\n\ttreeScale.x = treeScale.y = 1;\n\tlet node;\n\tlet delta;\n\tfor (let i = 0; i < treeLength; i++) {\n\t\tnode = treePath[i];\n\t\tdelta = node.projectionDelta;\n\t\t/**\n\t\t* TODO: Prefer to remove this, but currently we have motion components with\n\t\t* display: contents in Framer.\n\t\t*/\n\t\tconst { visualElement } = node.options;\n\t\tif (visualElement && visualElement.props.style && visualElement.props.style.display === \"contents\") continue;\n\t\tif (isSharedTransition && node.options.layoutScroll && node.scroll && node !== node.root) {\n\t\t\ttranslateAxis(box.x, -node.scroll.offset.x);\n\t\t\ttranslateAxis(box.y, -node.scroll.offset.y);\n\t\t}\n\t\tif (delta) {\n\t\t\ttreeScale.x *= delta.x.scale;\n\t\t\ttreeScale.y *= delta.y.scale;\n\t\t\tapplyBoxDelta(box, delta);\n\t\t}\n\t\tif (isSharedTransition && hasTransform(node.latestValues)) transformBox(box, node.latestValues, node.layout?.layoutBox);\n\t}\n\t/**\n\t* Snap tree scale back to 1 if it's within a non-perceivable threshold.\n\t* This will help reduce useless scales getting rendered.\n\t*/\n\tif (treeScale.x < TREE_SCALE_SNAP_MAX && treeScale.x > TREE_SCALE_SNAP_MIN) treeScale.x = 1;\n\tif (treeScale.y < TREE_SCALE_SNAP_MAX && treeScale.y > TREE_SCALE_SNAP_MIN) treeScale.y = 1;\n}\nfunction translateAxis(axis, distance) {\n\taxis.min += distance;\n\taxis.max += distance;\n}\n/**\n* Apply a transform to an axis from the latest resolved motion values.\n* This function basically acts as a bridge between a flat motion value map\n* and applyAxisDelta\n*/\nfunction transformAxis(axis, axisTranslate, axisScale, boxScale, axisOrigin = .5) {\n\tapplyAxisDelta(axis, axisTranslate, axisScale, mixNumber$1(axis.min, axis.max, axisOrigin), boxScale);\n}\nfunction resolveAxisTranslate(value, axis) {\n\tif (typeof value === \"string\") return parseFloat(value) / 100 * (axis.max - axis.min);\n\treturn value;\n}\n/**\n* Apply a transform to a box from the latest resolved motion values.\n*/\nfunction transformBox(box, transform, sourceBox) {\n\tconst resolveBox = sourceBox ?? box;\n\ttransformAxis(box.x, resolveAxisTranslate(transform.x, resolveBox.x), transform.scaleX, transform.scale, transform.originX);\n\ttransformAxis(box.y, resolveAxisTranslate(transform.y, resolveBox.y), transform.scaleY, transform.scale, transform.originY);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/utils/measure.mjs\nfunction measureViewportBox(instance, transformPoint) {\n\treturn convertBoundingBoxToBox(transformBoxPoints(instance.getBoundingClientRect(), transformPoint));\n}\nfunction measurePageBox(element, rootProjectionNode, transformPagePoint) {\n\tconst viewportBox = measureViewportBox(element, transformPagePoint);\n\tconst { scroll } = rootProjectionNode;\n\tif (scroll) {\n\t\ttranslateAxis(viewportBox.x, scroll.offset.x);\n\t\ttranslateAxis(viewportBox.y, scroll.offset.y);\n\t}\n\treturn viewportBox;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/animate/element.mjs\nconst noProps = {};\nconst getElementEffect = (element) => isSVGElement(element) ? svgSubjectEffect : styleSubjectEffect;\n/**\n* Presents an effect bound to a DOM element in the shape the DOM keyframe\n* resolver and WAAPI expect, which is that of a VisualElement. Holds no\n* state: everything delegates to the effect. Goes once the resolver takes\n* an effect and subject directly.\n*/\nvar EffectSubject = class {\n\tconstructor(effect, current) {\n\t\tthis.effect = effect;\n\t\tthis.current = current;\n\t\tthis.KeyframeResolver = DOMKeyframesResolver;\n\t}\n\tgetValue(key) {\n\t\treturn this.effect.get(this.current, key);\n\t}\n\treadValue(key, target) {\n\t\treturn this.effect.read(this.current, key, target);\n\t}\n\trender() {\n\t\tthis.effect.flush(this.current);\n\t}\n\tmeasureViewportBox() {\n\t\treturn measureViewportBox(this.current);\n\t}\n\tgetProps() {\n\t\treturn noProps;\n\t}\n};\n/**\n* Animate a DOM element's styles. HTML elements are bound through\n* styleEffect, SVG through svgEffect, and both are resolved with the DOM\n* keyframe resolver so reads are batched, units are converted by\n* measurement and eligible values run on WAAPI.\n*\n* Pass the element's VisualElement (a <motion.*> component or an\n* animateLayout() node) to animate its values instead, so the two keep\n* sharing values and a renderer.\n*/\nfunction animateElement(element, keyframes, transition, visualElement) {\n\tif (visualElement) return animateValues((key) => visualElement.getValue(key, null), keyframes, transition, visualElement);\n\tconst effect = getElementEffect(element);\n\treturn animateEffectSubject(effect, element, keyframes, transition, new EffectSubject(effect, element));\n}\n/**\n* Hand the values styleEffect/svgEffect are rendering on `element`,\n* whether bound by animate() or directly, to a VisualElement that now\n* owns the element (e.g. created by animateLayout()), so a single\n* renderer drives them alongside its own values.\n*/\nfunction handOffElementState(element, visualElement) {\n\tconst state = getElementEffect(element).state(element);\n\tif (!state) return;\n\tconst { transformKeys } = state;\n\tstate.release().forEach((value, key) => {\n\t\tkey === \"transformBox\" || key === \"transform\" && transformKeys?.length || visualElement.addValue(key, value);\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/effects/prop/index.mjs\n/**\n* Writes motion values to the properties of any object. This is\n* animate()'s fallback for subjects no registered effect claims.\n*/\nconst propEffect = /*@__PURE__*/ createEffect((subject, state, key, value) => {\n\treturn state.set(key, value, () => {\n\t\tsubject[key] = value.get();\n\t});\n}, {\n\ttest: (subject) => isObject(subject),\n\tread: (subject, key) => {\n\t\tconst value = subject[key];\n\t\treturn typeof value === \"string\" || typeof value === \"number\" ? value : void 0;\n\t}\n});\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/frameloop/microtask.mjs\nconst { schedule: microtask, cancel: cancelMicrotask } = /* @__PURE__ */ createRenderBatcher(queueMicrotask, false);\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/gestures/drag/state/is-active.mjs\nconst isDragging = {\n\tx: false,\n\ty: false\n};\nfunction isDragActive() {\n\treturn isDragging.x || isDragging.y;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/gestures/drag/state/set-active.mjs\nfunction setDragLock(axis) {\n\tif (axis === \"x\" || axis === \"y\") {\n\t\tif (isDragging[axis]) return null;\n\t\telse {\n\t\t\tisDragging[axis] = true;\n\t\t\treturn () => {\n\t\t\t\tisDragging[axis] = false;\n\t\t\t};\n\t\t}\n\t} else if (isDragging.x || isDragging.y) return null;\n\telse {\n\t\tisDragging.x = isDragging.y = true;\n\t\treturn () => {\n\t\t\tisDragging.x = isDragging.y = false;\n\t\t};\n\t}\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/gestures/utils/setup.mjs\nfunction setupGesture(elementOrSelector, options) {\n\tconst elements = resolveElements(elementOrSelector);\n\tconst gestureAbortController = new AbortController();\n\tconst eventOptions = {\n\t\tpassive: true,\n\t\t...options,\n\t\tsignal: gestureAbortController.signal\n\t};\n\tconst cancel = () => gestureAbortController.abort();\n\treturn [\n\t\telements,\n\t\teventOptions,\n\t\tcancel\n\t];\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/gestures/hover.mjs\nfunction isValidHover(event) {\n\treturn !(event.pointerType === \"touch\" || isDragActive());\n}\n/**\n* Create a hover gesture. hover() is different to .addEventListener(\"pointerenter\")\n* in that it has an easier syntax, filters out polyfilled touch events, interoperates\n* with drag gestures, and automatically removes the \"pointerleave\" event listener when the hover ends.\n*\n* @public\n*/\nfunction hover(elementOrSelector, onHoverStart, options = {}) {\n\tconst [elements, eventOptions, cancel] = setupGesture(elementOrSelector, options);\n\telements.forEach((element) => {\n\t\tlet isPressed = false;\n\t\tlet deferredHoverEnd = false;\n\t\tlet hoverEndCallback;\n\t\tconst removePointerLeave = () => {\n\t\t\telement.removeEventListener(\"pointerleave\", onPointerLeave);\n\t\t};\n\t\tconst endHover = (event) => {\n\t\t\tif (hoverEndCallback) {\n\t\t\t\thoverEndCallback(event);\n\t\t\t\thoverEndCallback = void 0;\n\t\t\t}\n\t\t\tremovePointerLeave();\n\t\t};\n\t\tconst onPointerUp = (event) => {\n\t\t\tisPressed = false;\n\t\t\twindow.removeEventListener(\"pointerup\", onPointerUp);\n\t\t\twindow.removeEventListener(\"pointercancel\", onPointerUp);\n\t\t\tif (deferredHoverEnd) {\n\t\t\t\tdeferredHoverEnd = false;\n\t\t\t\tendHover(event);\n\t\t\t}\n\t\t};\n\t\tconst onPointerDown = () => {\n\t\t\tisPressed = true;\n\t\t\twindow.addEventListener(\"pointerup\", onPointerUp, eventOptions);\n\t\t\twindow.addEventListener(\"pointercancel\", onPointerUp, eventOptions);\n\t\t};\n\t\tconst onPointerLeave = (leaveEvent) => {\n\t\t\tif (leaveEvent.pointerType === \"touch\") return;\n\t\t\tif (isPressed) {\n\t\t\t\tdeferredHoverEnd = true;\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tendHover(leaveEvent);\n\t\t};\n\t\tconst onPointerEnter = (enterEvent) => {\n\t\t\tif (!isValidHover(enterEvent)) return;\n\t\t\tdeferredHoverEnd = false;\n\t\t\tconst onHoverEnd = onHoverStart(element, enterEvent);\n\t\t\tif (typeof onHoverEnd !== \"function\") return;\n\t\t\thoverEndCallback = onHoverEnd;\n\t\t\telement.addEventListener(\"pointerleave\", onPointerLeave, eventOptions);\n\t\t};\n\t\telement.addEventListener(\"pointerenter\", onPointerEnter, eventOptions);\n\t\telement.addEventListener(\"pointerdown\", onPointerDown, eventOptions);\n\t});\n\treturn cancel;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/gestures/utils/is-node-or-child.mjs\n/**\n* Recursively traverse up the tree to check whether the provided child node\n* is the parent or a descendant of it.\n*\n* @param parent - Element to find\n* @param child - Element to test against parent\n*/\nconst isNodeOrChild = (parent, child) => {\n\tif (!child) return false;\n\telse if (parent === child) return true;\n\telse return isNodeOrChild(parent, child.parentElement);\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/gestures/utils/is-primary-pointer.mjs\nconst isPrimaryPointer = (event) => {\n\tif (event.pointerType === \"mouse\") return typeof event.button !== \"number\" || event.button <= 0;\n\telse\n /**\n\t* isPrimary is true for all mice buttons, whereas every touch point\n\t* is regarded as its own input. So subsequent concurrent touch points\n\t* will be false.\n\t*\n\t* Specifically match against false here as incomplete versions of\n\t* PointerEvents in very old browser might have it set as undefined.\n\t*/\n\treturn event.isPrimary !== false;\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/gestures/press/utils/is-keyboard-accessible.mjs\nconst keyboardAccessibleElements = /* @__PURE__ */ new Set([\n\t\"BUTTON\",\n\t\"INPUT\",\n\t\"SELECT\",\n\t\"TEXTAREA\",\n\t\"A\"\n]);\n/**\n* Checks if an element is natively keyboard accessible (focusable).\n* Used by the press gesture to determine if we need to add tabIndex.\n*/\nfunction isElementKeyboardAccessible(element) {\n\treturn keyboardAccessibleElements.has(element.tagName) || element.isContentEditable === true;\n}\nconst textInputElements = /* @__PURE__ */ new Set([\n\t\"INPUT\",\n\t\"SELECT\",\n\t\"TEXTAREA\"\n]);\n/**\n* Checks if an element has text selection or direct interaction behavior\n* that should block drag gestures from starting.\n*\n* This specifically targets form controls where the user might want to select\n* text or interact with the control (e.g., sliders, dropdowns).\n*\n* Buttons and links are NOT included because they don't have click-and-move\n* actions of their own - they only respond to click events, so dragging\n* should still work when initiated from these elements.\n*/\nfunction isElementTextInput(element) {\n\treturn textInputElements.has(element.tagName) || element.isContentEditable === true;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/gestures/press/utils/state.mjs\nconst isPressing = /* @__PURE__ */ new WeakSet();\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/gestures/press/utils/keyboard.mjs\n/**\n* Filter out events that are not \"Enter\" keys.\n*/\nfunction filterEvents(callback) {\n\treturn (event) => {\n\t\tif (event.key !== \"Enter\") return;\n\t\tcallback(event);\n\t};\n}\nfunction firePointerEvent(target, type) {\n\ttarget.dispatchEvent(new PointerEvent(\"pointer\" + type, {\n\t\tisPrimary: true,\n\t\tbubbles: true\n\t}));\n}\nconst enableKeyboardPress = (focusEvent, eventOptions) => {\n\tconst element = focusEvent.currentTarget;\n\tif (!element) return;\n\tconst handleKeydown = filterEvents(() => {\n\t\tif (isPressing.has(element)) return;\n\t\tfirePointerEvent(element, \"down\");\n\t\tconst handleKeyup = filterEvents(() => {\n\t\t\tfirePointerEvent(element, \"up\");\n\t\t});\n\t\tconst handleBlur = () => firePointerEvent(element, \"cancel\");\n\t\telement.addEventListener(\"keyup\", handleKeyup, eventOptions);\n\t\telement.addEventListener(\"blur\", handleBlur, eventOptions);\n\t});\n\telement.addEventListener(\"keydown\", handleKeydown, eventOptions);\n\t/**\n\t* Add an event listener that fires on blur to remove the keydown events.\n\t*/\n\telement.addEventListener(\"blur\", () => element.removeEventListener(\"keydown\", handleKeydown), eventOptions);\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/gestures/press/index.mjs\n/**\n* Filter out events that are not primary pointer events, or are triggering\n* while a Motion gesture is active.\n*/\nfunction isValidPressEvent(event) {\n\treturn isPrimaryPointer(event) && !isDragActive();\n}\nconst claimedPointerDownEvents = /* @__PURE__ */ new WeakSet();\n/**\n* Create a press gesture.\n*\n* Press is different to `\"pointerdown\"`, `\"pointerup\"` in that it\n* automatically filters out secondary pointer events like right\n* click and multitouch.\n*\n* It also adds accessibility support for keyboards, where\n* an element with a press gesture will receive focus and\n*  trigger on Enter `\"keydown\"` and `\"keyup\"` events.\n*\n* This is different to a browser's `\"click\"` event, which does\n* respond to keyboards but only for the `\"click\"` itself, rather\n* than the press start and end/cancel. The element also needs\n* to be focusable for this to work, whereas a press gesture will\n* make an element focusable by default.\n*\n* @public\n*/\nfunction press(targetOrSelector, onPressStart, options = {}) {\n\tconst [targets, eventOptions, cancelEvents] = setupGesture(targetOrSelector, options);\n\tconst startPress = (startEvent) => {\n\t\tconst target = startEvent.currentTarget;\n\t\tif (!isValidPressEvent(startEvent)) return;\n\t\tif (claimedPointerDownEvents.has(startEvent)) return;\n\t\tisPressing.add(target);\n\t\tif (options.stopPropagation) claimedPointerDownEvents.add(startEvent);\n\t\tconst onPressEnd = onPressStart(target, startEvent);\n\t\t/**\n\t\t* End listeners run in the capture phase so a descendant calling\n\t\t* stopPropagation() in its own pointerup handler can't prevent the\n\t\t* press gesture from ending. This also keeps the gesture-end\n\t\t* ordering consistent with the drag gesture. See #2794.\n\t\t*/\n\t\tconst endEventOptions = {\n\t\t\t...eventOptions,\n\t\t\tcapture: true\n\t\t};\n\t\tconst onPointerEnd = (endEvent, success) => {\n\t\t\twindow.removeEventListener(\"pointerup\", onPointerUp, endEventOptions);\n\t\t\twindow.removeEventListener(\"pointercancel\", onPointerCancel, endEventOptions);\n\t\t\tif (isPressing.has(target)) isPressing.delete(target);\n\t\t\tif (!isValidPressEvent(endEvent)) return;\n\t\t\tif (typeof onPressEnd === \"function\") onPressEnd(endEvent, { success });\n\t\t};\n\t\tconst onPointerUp = (upEvent) => {\n\t\t\tonPointerEnd(upEvent, target === window || target === document || options.useGlobalTarget || isNodeOrChild(target, upEvent.target));\n\t\t};\n\t\tconst onPointerCancel = (cancelEvent) => {\n\t\t\tonPointerEnd(cancelEvent, false);\n\t\t};\n\t\twindow.addEventListener(\"pointerup\", onPointerUp, endEventOptions);\n\t\twindow.addEventListener(\"pointercancel\", onPointerCancel, endEventOptions);\n\t};\n\ttargets.forEach((target) => {\n\t\t(options.useGlobalTarget ? window : target).addEventListener(\"pointerdown\", startPress, eventOptions);\n\t\tif (isHTMLElement(target)) {\n\t\t\ttarget.addEventListener(\"focus\", (event) => enableKeyboardPress(event, eventOptions));\n\t\t\tif (!isElementKeyboardAccessible(target) && !target.hasAttribute(\"tabindex\")) target.tabIndex = 0;\n\t\t}\n\t});\n\treturn cancelEvents;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/dom/style-computed.mjs\nfunction getComputedStyle$2(element, name) {\n\tconst computedStyle = window.getComputedStyle(element);\n\treturn isCSSVar(name) ? computedStyle.getPropertyValue(name) : computedStyle[name];\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/resize/handle-element.mjs\nconst resizeHandlers = /* @__PURE__ */ new WeakMap();\nlet observer;\nconst getSize = (borderBoxAxis, svgAxis, htmlAxis) => (target, borderBoxSize) => {\n\tif (borderBoxSize && borderBoxSize[0]) return borderBoxSize[0][borderBoxAxis + \"Size\"];\n\telse if (isSVGElement(target) && \"getBBox\" in target) return target.getBBox()[svgAxis];\n\telse return target[htmlAxis];\n};\nconst getWidth = /*@__PURE__*/ getSize(\"inline\", \"width\", \"offsetWidth\");\nconst getHeight = /*@__PURE__*/ getSize(\"block\", \"height\", \"offsetHeight\");\nfunction notifyTarget({ target, borderBoxSize }) {\n\tresizeHandlers.get(target)?.forEach((handler) => {\n\t\thandler(target, {\n\t\t\tget width() {\n\t\t\t\treturn getWidth(target, borderBoxSize);\n\t\t\t},\n\t\t\tget height() {\n\t\t\t\treturn getHeight(target, borderBoxSize);\n\t\t\t}\n\t\t});\n\t});\n}\nfunction notifyAll(entries) {\n\tentries.forEach(notifyTarget);\n}\nfunction createResizeObserver() {\n\tif (typeof ResizeObserver === \"undefined\") return;\n\tobserver = new ResizeObserver(notifyAll);\n}\nfunction resizeElement(target, handler) {\n\tif (!observer) createResizeObserver();\n\tconst elements = resolveElements(target);\n\telements.forEach((element) => {\n\t\tlet elementHandlers = resizeHandlers.get(element);\n\t\tif (!elementHandlers) {\n\t\t\telementHandlers = /* @__PURE__ */ new Set();\n\t\t\tresizeHandlers.set(element, elementHandlers);\n\t\t}\n\t\telementHandlers.add(handler);\n\t\tobserver?.observe(element);\n\t});\n\treturn () => {\n\t\telements.forEach((element) => {\n\t\t\tconst elementHandlers = resizeHandlers.get(element);\n\t\t\telementHandlers?.delete(handler);\n\t\t\tif (!elementHandlers?.size) observer?.unobserve(element);\n\t\t});\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/resize/handle-window.mjs\nconst windowCallbacks = /* @__PURE__ */ new Set();\nlet windowResizeHandler;\nfunction createWindowResizeHandler() {\n\twindowResizeHandler = () => {\n\t\tconst info = {\n\t\t\tget width() {\n\t\t\t\treturn window.innerWidth;\n\t\t\t},\n\t\t\tget height() {\n\t\t\t\treturn window.innerHeight;\n\t\t\t}\n\t\t};\n\t\twindowCallbacks.forEach((callback) => callback(info));\n\t};\n\twindow.addEventListener(\"resize\", windowResizeHandler);\n}\nfunction resizeWindow(callback) {\n\twindowCallbacks.add(callback);\n\tif (!windowResizeHandler) createWindowResizeHandler();\n\treturn () => {\n\t\twindowCallbacks.delete(callback);\n\t\tif (!windowCallbacks.size && typeof windowResizeHandler === \"function\") {\n\t\t\twindow.removeEventListener(\"resize\", windowResizeHandler);\n\t\t\twindowResizeHandler = void 0;\n\t\t}\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/resize/index.mjs\nfunction resize(a, b) {\n\treturn typeof a === \"function\" ? resizeWindow(a) : resizeElement(a, b);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/stats/buffer.mjs\nconst statsBuffer = {\n\tvalue: null,\n\taddProjectionMetrics: null\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/stats/index.mjs\nfunction clearStatsBuffer() {\n\tstatsBuffer.value = null;\n\tstatsBuffer.addProjectionMetrics = null;\n}\nfunction recordStats() {\n\tif (statsBuffer.value) {\n\t\tclearStatsBuffer();\n\t\tthrow new Error(\"Stats are already being measured\");\n\t}\n\tconst buffer = statsBuffer;\n\tbuffer.value = { layoutProjection: {\n\t\tnodes: [],\n\t\tcalculatedTargetDeltas: [],\n\t\tcalculatedProjections: []\n\t} };\n\tbuffer.addProjectionMetrics = (metrics) => {\n\t\tconst { layoutProjection } = buffer.value;\n\t\tlayoutProjection.nodes.push(metrics.nodes);\n\t\tlayoutProjection.calculatedTargetDeltas.push(metrics.calculatedTargetDeltas);\n\t\tlayoutProjection.calculatedProjections.push(metrics.calculatedProjections);\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/is-svg-svg-element.mjs\n/**\n* Checks if an element is specifically an SVGSVGElement (the root SVG element)\n* in a way that works across iframes\n*/\nfunction isSVGSVGElement(element) {\n\treturn isSVGElement(element) && element.tagName === \"svg\";\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/stagger.mjs\nfunction getOriginIndex(from, total) {\n\tif (from === \"first\") return 0;\n\telse {\n\t\tconst lastIndex = total - 1;\n\t\treturn from === \"last\" ? lastIndex : lastIndex / 2;\n\t}\n}\nfunction stagger(duration = .1, { startDelay = 0, from = 0, ease } = {}) {\n\treturn (i, total) => {\n\t\tconst fromIndex = typeof from === \"number\" ? from : getOriginIndex(from, total);\n\t\tlet delay = duration * Math.abs(fromIndex - i);\n\t\tif (ease) {\n\t\t\tconst maxDelay = total * duration;\n\t\t\tdelay = easingDefinitionToFunction(ease)(delay / maxDelay) * maxDelay;\n\t\t}\n\t\treturn startDelay + delay;\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/transform.mjs\nfunction transform(...args) {\n\tconst useImmediate = !Array.isArray(args[0]);\n\tconst argOffset = useImmediate ? 0 : -1;\n\tconst inputValue = args[0 + argOffset];\n\tconst inputRange = args[1 + argOffset];\n\tconst outputRange = args[2 + argOffset];\n\tconst options = args[3 + argOffset];\n\tconst interpolator = interpolate(inputRange, outputRange, options);\n\treturn useImmediate ? interpolator(inputValue) : interpolator;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/FollowAnimation.mjs\n/**\n* Every running follower ticks from this one frame callback.\n*/\nconst active = /* @__PURE__ */ new Set();\nconst tickAll = ({ timestamp }) => {\n\tactive.forEach((animation) => animation.tick(timestamp));\n};\n/**\n* A lean animation for values that follow a target (`followValue`,\n* `springValue`): a single numeric generator, retargeted in place as\n* the target moves and ticked from a frame callback shared by every\n* follower. Only implements the controls `MotionValue.animation`\n* exposes. Repeat options are ignored: a follower only ever heads for\n* its latest target.\n*/\nvar FollowAnimation = class extends WithPromise {\n\tconstructor(options) {\n\t\tsuper();\n\t\tthis.state = \"idle\";\n\t\tthis.startTime = 0;\n\t\tthis.currentTime = 0;\n\t\t/**\n\t\t* Whether the first tick has fired `onPlay`.\n\t\t*/\n\t\tthis.started = false;\n\t\t/**\n\t\t* A target set since the last tick, applied at the next one so any\n\t\t* number of sets per frame cost one retarget.\n\t\t*/\n\t\tthis.hasNextTarget = false;\n\t\tthis.nextTarget = 0;\n\t\t/**\n\t\t* Bound to the instance so `animation.stop` can be passed around.\n\t\t*/\n\t\tthis.stop = () => {\n\t\t\tif (this.state === \"idle\") return;\n\t\t\tthis.teardown();\n\t\t\tthis.options.onStop?.();\n\t\t};\n\t\tthis.options = options;\n\t\tthis.factory = options.type;\n\t\tthis.generator = this.factory(options);\n\t\tconst { driver } = options;\n\t\tif (driver) this.driver = driver((timestamp) => this.tick(timestamp));\n\t\tthis.startTime = this.now();\n\t\tthis.state = \"running\";\n\t\tif (this.driver) this.driver.start();\n\t\telse {\n\t\t\tactive.size || frame.update(tickAll, true);\n\t\t\tactive.add(this);\n\t\t}\n\t}\n\t/**\n\t* Aim at a new target from wherever the animation has reached by the\n\t* next tick. `velocity` fixes the velocity to steer with, otherwise\n\t* the generator's is used.\n\t*/\n\tsetTarget(target, velocity) {\n\t\tthis.nextTarget = target;\n\t\tthis.nextVelocity = velocity;\n\t\tthis.hasNextTarget = true;\n\t}\n\t/**\n\t* Steer towards new keyframes from the current position and velocity.\n\t* Springs are updated in place; other generators are recreated.\n\t*/\n\tretarget(keyframes, velocity) {\n\t\tconst { options, generator } = this;\n\t\toptions.keyframes = keyframes;\n\t\toptions.velocity = velocity;\n\t\tthis.startTime = this.now();\n\t\tthis.currentTime = 0;\n\t\tif (generator.retarget) generator.retarget(keyframes, velocity);\n\t\telse this.generator = this.factory(options);\n\t}\n\ttick(timestamp) {\n\t\tconst { options, hasNextTarget: retargeted } = this;\n\t\tconst { delay = 0, onUpdate, onPlay } = options;\n\t\tif (!this.started) this.startTime = resolveStartTime(this.startTime, timestamp);\n\t\tconst elapsed = Math.round(timestamp - this.startTime) - delay;\n\t\tconst t = this.currentTime = Math.max(0, elapsed);\n\t\tconst state = this.generator.next(t);\n\t\tconst value = elapsed < 0 ? options.keyframes[0] : state.value;\n\t\tif (retargeted) {\n\t\t\t/**\n\t\t\t* Steer from where the current trajectory has reached this\n\t\t\t* frame, then render that position as the new origin.\n\t\t\t*/\n\t\t\tthis.hasNextTarget = false;\n\t\t\tconst { keyframes } = options;\n\t\t\tkeyframes[0] = value;\n\t\t\tkeyframes[1] = this.nextTarget;\n\t\t\tthis.retarget(keyframes, this.nextVelocity ?? this.getGeneratorVelocity());\n\t\t}\n\t\tif (retargeted || !this.started) {\n\t\t\tthis.started = true;\n\t\t\tonPlay?.();\n\t\t}\n\t\t/**\n\t\t* Callbacks may stop this animation or set a new target, so check\n\t\t* the live state rather than what was read at the top of the tick.\n\t\t*/\n\t\tif (this.state !== \"running\") return;\n\t\tonUpdate?.(value);\n\t\tif (state.done && elapsed >= 0 && !retargeted && !this.hasNextTarget && this.state === \"running\") {\n\t\t\tthis.notifyFinished();\n\t\t\tthis.teardown();\n\t\t\tthis.state = \"finished\";\n\t\t\toptions.onComplete?.();\n\t\t}\n\t}\n\tgetGeneratorVelocity() {\n\t\treturn calcGeneratorVelocity(this.generator, this.currentTime, this.options.velocity);\n\t}\n\tnow() {\n\t\treturn this.driver ? this.driver.now() : time.now();\n\t}\n\tteardown() {\n\t\tthis.state = \"idle\";\n\t\tif (this.driver) this.driver.stop();\n\t\telse {\n\t\t\tactive.delete(this);\n\t\t\tactive.size || cancelFrame(tickAll);\n\t\t}\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/utils/as-number.mjs\nconst asNumber = (v) => typeof v === \"number\" ? v : parseFloat(v);\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/utils/follow.mjs\n/**\n* Animate `value` to its latest value with the generator in\n* `options.type`, tracking `source` if it's a `MotionValue`. Takes a\n* generator rather than a type name, so spring-only callers don't\n* bundle every generator.\n*/\nfunction follow(value, source, options) {\n\tconst initialValue = value.get();\n\tlet activeAnimation = null;\n\tlet set;\n\tconst unit = typeof initialValue === \"string\" ? initialValue.replace(/[\\d.-]/g, \"\") : void 0;\n\tconst onUpdate = (v) => set(unit ? v + unit : v);\n\tconst onPlay = () => value[\"events\"].animationStart?.notify();\n\tconst stopAnimation = () => {\n\t\tif (activeAnimation) {\n\t\t\tactiveAnimation.stop();\n\t\t\tactiveAnimation = null;\n\t\t}\n\t\tvalue.animation = void 0;\n\t};\n\tvalue.attach((v, safeSet) => {\n\t\tset = safeSet;\n\t\tconst target = asNumber(v);\n\t\tif (activeAnimation?.state === \"running\") {\n\t\t\t/**\n\t\t\t* Steer the running animation rather than replacing it. This\n\t\t\t* keeps its completion promise and uses its analytical velocity\n\t\t\t* for accuracy, preventing systematic velocity loss at high\n\t\t\t* frame rates (240hz+).\n\t\t\t*/\n\t\t\tactiveAnimation.setTarget(target, options.velocity);\n\t\t\treturn;\n\t\t}\n\t\tconst current = asNumber(value.get());\n\t\tconst velocity = activeAnimation ? activeAnimation.getGeneratorVelocity() : value.getVelocity();\n\t\tstopAnimation();\n\t\tif (current === target) return;\n\t\tconst animationOptions = {\n\t\t\tkeyframes: [current, target],\n\t\t\tvelocity,\n\t\t\trestDelta: .001,\n\t\t\trestSpeed: .01,\n\t\t\t...options,\n\t\t\tonUpdate\n\t\t};\n\t\tconst animation = activeAnimation = new FollowAnimation({\n\t\t\t...animationOptions,\n\t\t\tonPlay\n\t\t});\n\t\tvalue.animation = animation;\n\t\tanimation.then(() => {\n\t\t\tif (activeAnimation !== animation) return;\n\t\t\tactiveAnimation = null;\n\t\t\tvalue.animation = void 0;\n\t\t\tvalue[\"events\"].animationComplete?.notify();\n\t\t});\n\t}, stopAnimation);\n\tif (isMotionValue(source)) {\n\t\tlet skipNextAnimation = options.skipInitialAnimation === true;\n\t\tconst removeSourceOnChange = source.on(\"change\", (v) => {\n\t\t\tif (skipNextAnimation) {\n\t\t\t\tskipNextAnimation = false;\n\t\t\t\tvalue.jump(parseValue(v, unit), false);\n\t\t\t} else value.set(parseValue(v, unit));\n\t\t});\n\t\tconst removeValueOnDestroy = value.on(\"destroy\", removeSourceOnChange);\n\t\treturn () => {\n\t\t\tremoveSourceOnChange();\n\t\t\tremoveValueOnDestroy();\n\t\t};\n\t}\n\treturn stopAnimation;\n}\nfunction parseValue(v, unit) {\n\treturn unit ? v + unit : v;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/follow-value.mjs\n/**\n* Create a `MotionValue` that animates to its latest value using any transition type.\n* Can either be a value or track another `MotionValue`.\n*\n* ```jsx\n* const x = motionValue(0)\n* const y = followValue(x, { type: \"spring\", stiffness: 300 })\n* // or with tween\n* const z = followValue(x, { type: \"tween\", duration: 0.5, ease: \"easeOut\" })\n* ```\n*\n* @param source - Initial value or MotionValue to track\n* @param options - Animation transition options\n* @returns `MotionValue`\n*\n* @public\n*/\nfunction followValue(source, options) {\n\tconst initialValue = isMotionValue(source) ? source.get() : source;\n\tconst value = motionValue(initialValue);\n\tattachFollow(value, source, options);\n\treturn value;\n}\n/**\n* Attach an animation to a MotionValue that will animate whenever the value changes.\n* Similar to attachSpring but supports any transition type (spring, tween, inertia, etc.)\n*\n* @param value - The MotionValue to animate\n* @param source - Initial value or MotionValue to track\n* @param options - Animation transition options\n* @returns Cleanup function\n*\n* @public\n*/\nfunction attachFollow(value, source, options = {}) {\n\tconst transition = {\n\t\ttype: \"spring\",\n\t\t...options\n\t};\n\treplaceTransitionType(transition);\n\ttransition.type = transition.type || keyframes;\n\treturn follow(value, source, transition);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/subscribe-value.mjs\nfunction subscribeValue(inputValues, outputValue, getLatest) {\n\tconst update = () => outputValue.set(getLatest());\n\tconst scheduleUpdate = () => frame.preRender(update, false, true);\n\tconst subscriptions = inputValues.map((v) => v.on(\"change\", scheduleUpdate));\n\toutputValue.on(\"destroy\", () => {\n\t\tsubscriptions.forEach((unsubscribe) => unsubscribe());\n\t\tcancelFrame(update);\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/transform-value.mjs\n/**\n* Create a `MotionValue` that transforms the output of other `MotionValue`s by\n* passing their latest values through a transform function.\n*\n* Whenever a `MotionValue` referred to in the provided function is updated,\n* it will be re-evaluated.\n*\n* ```jsx\n* const x = motionValue(0)\n* const y = transformValue(() => x.get() * 2) // double x\n* ```\n*\n* @param transformer - A transform function. This function must be pure with no side-effects or conditional statements.\n* @returns `MotionValue`\n*\n* @public\n*/\nfunction transformValue(transform) {\n\tconst collectedValues = [];\n\t/**\n\t* Open session of collectMotionValues. Any MotionValue that calls get()\n\t* inside transform will be saved into this array.\n\t*/\n\tcollectMotionValues.current = collectedValues;\n\tconst initialValue = transform();\n\tcollectMotionValues.current = void 0;\n\tconst value = motionValue(initialValue);\n\tsubscribeValue(collectedValues, value, transform);\n\treturn value;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/map-value.mjs\n/**\n* Create a `MotionValue` that maps the output of another `MotionValue` by\n* mapping it from one range of values into another.\n*\n* @remarks\n*\n* Given an input range of `[-200, -100, 100, 200]` and an output range of\n* `[0, 1, 1, 0]`, the returned `MotionValue` will:\n*\n* - When provided a value between `-200` and `-100`, will return a value between `0` and  `1`.\n* - When provided a value between `-100` and `100`, will return `1`.\n* - When provided a value between `100` and `200`, will return a value between `1` and  `0`\n*\n* The input range must be a linear series of numbers. The output range\n* can be any value type supported by Motion: numbers, colors, shadows, etc.\n*\n* Every value in the output range must be of the same type and in the same format.\n*\n* ```jsx\n* const x = motionValue(0)\n* const xRange = [-200, -100, 100, 200]\n* const opacityRange = [0, 1, 1, 0]\n* const opacity = mapValue(x, xRange, opacityRange)\n* ```\n*\n* @param inputValue - `MotionValue`\n* @param inputRange - A linear series of numbers (either all increasing or decreasing)\n* @param outputRange - A series of numbers, colors or strings. Must be the same length as `inputRange`.\n* @param options -\n*\n*  - clamp: boolean. Clamp values to within the given range. Defaults to `true`\n*  - ease: EasingFunction[]. Easing functions to use on the interpolations between each value in the input and output ranges. If provided as an array, the array must be one item shorter than the input and output ranges, as the easings apply to the transition between each.\n*\n* @returns `MotionValue`\n*\n* @public\n*/\nfunction mapValue(inputValue, inputRange, outputRange, options) {\n\tconst map = transform(inputRange, outputRange, options);\n\treturn transformValue(() => map(inputValue.get()));\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/spring-value.mjs\n/**\n* Create a `MotionValue` that animates to its latest value using a spring.\n* Can either be a value or track another `MotionValue`.\n*\n* ```jsx\n* const x = motionValue(0)\n* const y = springValue(x, { stiffness: 300 })\n* ```\n*\n* @param source - Initial value or MotionValue to track\n* @param options - Spring configuration options\n* @returns `MotionValue`\n*\n* @public\n*/\nfunction springValue(source, options) {\n\tconst value = motionValue(isMotionValue(source) ? source.get() : source);\n\tattachSpring(value, source, options);\n\treturn value;\n}\n/**\n* Attach a spring animation to a MotionValue that will animate whenever the value changes.\n*\n* @param value - The MotionValue to animate\n* @param source - Initial value or MotionValue to track\n* @param options - Spring configuration options\n* @returns Cleanup function\n*\n* @public\n*/\nfunction attachSpring(value, source, options) {\n\treturn follow(value, source, {\n\t\t...options,\n\t\ttype: spring\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/types/utils/find.mjs\n/**\n* A list of all ValueTypes\n*/\nconst valueTypes = [\n\t...dimensionValueTypes,\n\tcolor,\n\tcomplex\n];\n/**\n* Tests a value against the list of ValueTypes\n*/\nconst findValueType = (v) => valueTypes.find(testValueType(v));\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/view/utils/assign-names.mjs\nlet nameCount = 0;\n/**\n* Generated names live in their own namespace so we can tell a name we own\n* (and must clean up) from an author-defined one - and so a stale generated\n* name left behind by an interrupted transition is re-owned, not mistaken for\n* the author's and leaked.\n*/\nconst generatedName = () => `motion-view-${nameCount++}`;\nconst isGeneratedName = (name) => name.startsWith(\"motion-view-\");\n/**\n* Tag a captured element with a `view-transition-class` so authors can target\n* its generated layer from CSS (e.g. `::view-transition-group(.hero)`) without\n* the opaque generated name. Tracked in `classed` - separate from the generated\n* names in `assigned` - so cleanup removes the class without ever stripping an\n* author's own inline `view-transition-name`.\n*/\nfunction tagClass(element, className, classed) {\n\tif (!className) return;\n\telement.style?.setProperty(\"view-transition-class\", className);\n\tclassed.push(element);\n}\n/**\n* Set the element's `view-transition-group` so its layer reconstructs the DOM\n* hierarchy in the pseudo-tree (`contain`) - or stays flat (`none`). Tracked in\n* `grouped` for cleanup. When the element clips (any non-`visible` overflow) its\n* name is recorded in `clipChildren` so the caller can clip the nested children\n* (`::view-transition-group-children(name)`), mirroring the live clip through\n* the whole transition rather than only at the live-DOM handoff.\n*\n* Ignored by browsers without nested view-transition groups, where it harmlessly\n* degrades to the flat default.\n*/\nfunction applyGroup(element, name, group, grouped, clipChildren) {\n\tif (!group) return;\n\telement.style?.setProperty(\"view-transition-group\", group);\n\tgrouped.push(element);\n\tif (group !== \"none\" && clipChildren) {\n\t\tconst style = getComputedStyle(element);\n\t\tif (style.overflowX !== \"visible\" || style.overflowY !== \"visible\") clipChildren.add(name);\n\t}\n}\n/**\n* Resolve a selector/Element to elements and ensure each one carries a\n* `view-transition-name` we can target from script.\n*\n* Author-defined names are reused as-is. Elements that are unnamed (or use\n* the browser's `auto`/`match-element`, whose generated name is not exposed\n* to script) are given a unique generated name, set inline so it's captured,\n* and tracked in `assigned` for later cleanup.\n*\n* `registry` maps each Element to its name so the same element keeps its name\n* across both captures (before and after the update), which is what allows a\n* persistent element to animate as a single `group` layer.\n*/\nfunction assignViewTransitionNames(definition, registry, assigned, forcedNames, className, classed = [], group, grouped = [], clipChildren) {\n\tconst elements = resolveElements(definition);\n\t/**\n\t* The new end of a paired morph: give each element the matching name from\n\t* the old end (by index) so the two share one layer and morph. If the new\n\t* end resolves to *more* elements than the old end named, the extras have no\n\t* counterpart - give them a fresh name so they animate as newcomers rather\n\t* than being silently left unnamed. We return the names actually assigned\n\t* (sized to the resolved elements), not the raw `forcedNames`, so stagger\n\t* totals and the layer set stay in step with what's on the page.\n\t*/\n\tif (forcedNames) return elements.map((element, i) => {\n\t\tconst existing = registry.get(element);\n\t\tif (existing) return existing;\n\t\tconst name = forcedNames[i] ?? generatedName();\n\t\telement.style?.setProperty(\"view-transition-name\", name);\n\t\tassigned.push(element);\n\t\tregistry.set(element, name);\n\t\ttagClass(element, className, classed);\n\t\tapplyGroup(element, name, group, grouped, clipChildren);\n\t\treturn name;\n\t});\n\t/**\n\t* Read every current name up front, before assigning any. Interleaving the\n\t* reads with the inline `setProperty` writes below would dirty styles\n\t* between reads and force a style recalc per element; batching the reads\n\t* keeps it to one. Elements already in the registry keep their name and\n\t* need no read.\n\t*/\n\tconst currentNames = elements.map((element) => registry.has(element) ? void 0 : getComputedStyle(element).getPropertyValue(\"view-transition-name\"));\n\treturn elements.map((element, i) => {\n\t\tconst existing = registry.get(element);\n\t\tif (existing) return existing;\n\t\tconst current = currentNames[i];\n\t\tlet name;\n\t\tif (current && current !== \"none\" && current !== \"auto\" && current !== \"match-element\" && !isGeneratedName(current))\n /**\n\t\t* The author already named this layer - target it as-is and leave\n\t\t* it to them to clean up. `auto`/`match-element` are overridden\n\t\t* because their generated name is not exposed to script, and a\n\t\t* stale `motion-view-*` (e.g. left by an interrupted transition) is\n\t\t* re-owned rather than adopted as an author name and leaked.\n\t\t*/\n\t\tname = current;\n\t\telse {\n\t\t\tname = generatedName();\n\t\t\telement.style?.setProperty(\"view-transition-name\", name);\n\t\t\tassigned.push(element);\n\t\t}\n\t\tregistry.set(element, name);\n\t\ttagClass(element, className, classed);\n\t\tapplyGroup(element, name, group, grouped, clipChildren);\n\t\treturn name;\n\t});\n}\n/**\n* Remove the `view-transition-name`s we generated and the\n* `view-transition-class`es we applied. Author-defined names are never touched\n* (they're not in `assigned`). Safe to call more than once (e.g. on both a\n* finished and an interrupted transition).\n*/\nfunction releaseViewTransitionNames(assigned, classed = [], grouped = []) {\n\tfor (const element of assigned) element.style?.removeProperty(\"view-transition-name\");\n\tfor (const element of classed) element.style?.removeProperty(\"view-transition-class\");\n\tfor (const element of grouped) element.style?.removeProperty(\"view-transition-group\");\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/view/utils/choose-layer-type.mjs\nfunction chooseLayerType(valueName) {\n\tif (valueName === \"layout\") return \"group\";\n\tif (valueName === \"enter\" || valueName === \"new\") return \"new\";\n\treturn \"old\";\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/view/utils/css.mjs\nlet pendingRules = {};\nlet style = null;\nconst css = {\n\tset: (selector, values) => {\n\t\tpendingRules[selector] = values;\n\t},\n\tcommit: () => {\n\t\tif (!style) {\n\t\t\tstyle = document.createElement(\"style\");\n\t\t\tstyle.id = \"motion-view\";\n\t\t}\n\t\tlet cssText = \"\";\n\t\tfor (const selector in pendingRules) {\n\t\t\tconst rule = pendingRules[selector];\n\t\t\tcssText += `${selector} {\\n`;\n\t\t\tfor (const [property, value] of Object.entries(rule)) cssText += `  ${property}: ${value};\\n`;\n\t\t\tcssText += \"}\\n\";\n\t\t}\n\t\tstyle.textContent = cssText;\n\t\tdocument.head.appendChild(style);\n\t\tpendingRules = {};\n\t},\n\tremove: () => {\n\t\tif (style && style.parentElement) style.parentElement.removeChild(style);\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/view/utils/get-layer-info.mjs\nfunction getViewAnimationLayerInfo(pseudoElement) {\n\tconst match = pseudoElement.match(/::view-transition-(old|new|group-children|group|image-pair)\\((.*?)\\)/);\n\tif (!match) return null;\n\treturn {\n\t\tlayer: match[2],\n\t\ttype: match[1]\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/view/utils/get-view-animations.mjs\nfunction getViewAnimations() {\n\treturn document.getAnimations().filter((animation) => {\n\t\tconst { effect } = animation;\n\t\treturn !!effect && effect.target === document.documentElement && effect.pseudoElement?.startsWith(\"::view-transition\");\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/view/utils/has-target.mjs\nfunction hasTarget(target, targets) {\n\treturn targets.has(target) && Object.keys(targets.get(target)).length > 0;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/view/start.mjs\nconst definitionNames = [\n\t\"layout\",\n\t\"enter\",\n\t\"exit\",\n\t\"new\",\n\t\"old\"\n];\n/**\n* Whether a computed border-radius is square (every component zero). Splitting\n* on whitespace handles two-value/elliptical radii like \"0px 20px\" - a leading\n* `parseFloat` alone would misread the non-zero vertical radius as square.\n*/\nconst isSquareRadius = (radius) => radius.split(\" \").every((value) => parseFloat(value) === 0);\n/**\n* The `ViewTransitionTarget` buckets driving each generated layer type, in\n* priority order - the inverse of `chooseLayerType`. The new view is driven by\n* `new`/`enter`, the old by `old`/`exit`. `group-children`/`image-pair` have no\n* bucket; they follow the default layout timing.\n*/\nconst typeBuckets = {\n\tgroup: [\"layout\"],\n\tnew: [\"new\", \"enter\"],\n\told: [\"old\", \"exit\"]\n};\n/**\n* Default \"absent\" origin for a single-value keyframe, by pseudo type, so e.g.\n* `enter({ scale: 1 })` grows in from 0.85 and `exit({ opacity: 0 })` fades\n* from 1. `enter` prefers the matching `exit` value over these (see below).\n*/\nconst ORIGIN_DEFAULTS = {\n\tnew: {\n\t\topacity: 0,\n\t\tscale: .85\n\t},\n\told: {\n\t\topacity: 1,\n\t\tscale: 1\n\t}\n};\n/**\n* How much two box aspect ratios must differ before a morph is treated as\n* aspect-changing (and so worth cropping). Matches the projection engine's\n* `preserve-aspect` threshold, so small layout jitter doesn't trigger a crop.\n*/\nconst ASPECT_TOLERANCE = .2;\nfunction startViewAnimation(builder) {\n\tconst { update, targets, resolveDefs, cropOverride, pairs, classNames, flatGroups, options: defaultOptions } = builder;\n\tif (!document.startViewTransition) return (async () => {\n\t\tawait update();\n\t\treturn new GroupAnimation([]);\n\t})();\n\t/**\n\t* Resolve any selector/Element targets to layer names, assigning a\n\t* `view-transition-name` to each element as we go. We run this before the\n\t* update (so the elements are captured in the old snapshot) and again\n\t* after it (for the new snapshot). An element present in both keeps the\n\t* same name and animates as a single `group` layer.\n\t*/\n\tconst nameRegistry = /* @__PURE__ */ new Map();\n\tconst assigned = [];\n\t/**\n\t* Elements we tagged with a `view-transition-class` (via `.class()`),\n\t* tracked separately from `assigned` so cleanup removes the class without\n\t* ever stripping an author's own inline `view-transition-name`.\n\t*/\n\tconst classed = [];\n\t/**\n\t* Elements we set a `view-transition-group` on (for nesting), tracked for\n\t* cleanup. `clipChildren` collects the names of nested parents that clip in\n\t* the live layout, so their `::view-transition-group-children` is clipped\n\t* through the transition - not just once the live DOM takes back over.\n\t*/\n\tconst grouped = [];\n\tconst clipChildren = /* @__PURE__ */ new Set();\n\tconst layerTargets = /* @__PURE__ */ new Map();\n\tconst croppedNames = /* @__PURE__ */ new Set();\n\t/**\n\t* Each layer's explicit `.crop(true | false)` override (by resolved name),\n\t* so `finalizeCrop` can let an author's choice win over the morph default.\n\t*/\n\tconst cropForName = /* @__PURE__ */ new Map();\n\t/**\n\t* Each layer's stagger position (index + total) within its subject, per\n\t* snapshot. Resolving against the snapshot the layer belongs to keeps\n\t* stagger correct when `update()` replaces the matched elements, and lets\n\t* us skip a layer that's absent from a snapshot (e.g. an exited element\n\t* has no `new` pseudo-element).\n\t*/\n\tconst layerStagger = /* @__PURE__ */ new Map();\n\t/**\n\t* Names allocated for a paired subject in the old snapshot, replayed onto\n\t* its new-snapshot target so both ends share a layer and morph.\n\t*/\n\tconst pairNames = /* @__PURE__ */ new Map();\n\t/**\n\t* The old (`from`) elements of each paired subject, so their names can be\n\t* transferred off before the new (`to`) elements inherit them.\n\t*/\n\tconst pairFrom = /* @__PURE__ */ new Map();\n\tconst resolveLayers = (phase) => {\n\t\ttargets.forEach((target, definition) => {\n\t\t\tconst className = classNames.get(definition);\n\t\t\t/**\n\t\t\t* Nest each resolved layer under its DOM-ancestor layer by default\n\t\t\t* (`contain`), so an ancestor's clip/transform/opacity reach it\n\t\t\t* through the transition; `.group(false)` opts a subject out (`none`)\n\t\t\t* to stay flat and escape. Skipped for root / pre-named layers, which\n\t\t\t* aren't elements we resolve and style.\n\t\t\t*/\n\t\t\tconst group = definition === \"root\" || !resolveDefs.has(definition) ? void 0 : flatGroups.has(definition) ? \"none\" : \"contain\";\n\t\t\tlet names;\n\t\t\tif (definition === \"root\" || !resolveDefs.has(definition)) names = [definition];\n\t\t\telse if (pairs.has(definition)) {\n\t\t\t\t/**\n\t\t\t\t* Paired morph: name the old target in the old snapshot, then\n\t\t\t\t* force the same name(s) onto the new target in the new one, so\n\t\t\t\t* two different elements morph as a single layer.\n\t\t\t\t*/\n\t\t\t\tif (phase === \"old\") {\n\t\t\t\t\tpairFrom.set(definition, resolveElements(definition));\n\t\t\t\t\tnames = assignViewTransitionNames(definition, nameRegistry, assigned, void 0, className, classed, group, grouped, clipChildren);\n\t\t\t\t\tpairNames.set(definition, names);\n\t\t\t\t} else {\n\t\t\t\t\t/**\n\t\t\t\t\t* Transfer the name(s) off the `from` elements before the\n\t\t\t\t\t* `to` elements inherit them. A `from` that survives into\n\t\t\t\t\t* the new snapshot (e.g. hidden with `visibility: hidden`\n\t\t\t\t\t* rather than removed) would otherwise keep the name and\n\t\t\t\t\t* collide - \"duplicate view-transition-name\".\n\t\t\t\t\t*/\n\t\t\t\t\tfor (const el of pairFrom.get(definition) ?? []) {\n\t\t\t\t\t\tel.style?.removeProperty(\"view-transition-name\");\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t* Drop the old end from the registry too, so the new\n\t\t\t\t\t\t* end alone supplies this name's `new` crop radii - we\n\t\t\t\t\t\t* neither re-measure nor get ordered by a stale element.\n\t\t\t\t\t\t*/\n\t\t\t\t\t\tnameRegistry.delete(el);\n\t\t\t\t\t}\n\t\t\t\t\tnames = assignViewTransitionNames(pairs.get(definition), nameRegistry, assigned, pairNames.get(definition), className, classed, group, grouped, clipChildren);\n\t\t\t\t}\n\t\t\t} else names = assignViewTransitionNames(definition, nameRegistry, assigned, void 0, className, classed, group, grouped, clipChildren);\n\t\t\tconst override = cropOverride.get(definition);\n\t\t\tnames.forEach((name, index) => {\n\t\t\t\t/**\n\t\t\t\t* If two subjects resolve to the same element, merge their\n\t\t\t\t* definitions so neither subject's animations are dropped.\n\t\t\t\t*/\n\t\t\t\tconst existing = layerTargets.get(name);\n\t\t\t\tlayerTargets.set(name, existing && existing !== target ? {\n\t\t\t\t\t...existing,\n\t\t\t\t\t...target\n\t\t\t\t} : target);\n\t\t\t\tif (override !== void 0) cropForName.set(name, override);\n\t\t\t\tconst stagger = layerStagger.get(name) ?? {};\n\t\t\t\tstagger[phase] = [index, names.length];\n\t\t\t\tlayerStagger.set(name, stagger);\n\t\t\t});\n\t\t});\n\t};\n\t/**\n\t* The stagger index/total for a layer, resolved against the snapshot it\n\t* belongs to. Returns index -1 when the layer is absent from that snapshot\n\t* so the caller can skip a pseudo-element that doesn't exist.\n\t*/\n\tconst staggerPosition = (name, type) => {\n\t\tconst stagger = layerStagger.get(name);\n\t\treturn (type === \"old\" ? stagger?.old : type === \"new\" ? stagger?.new : stagger?.new ?? stagger?.old) ?? [-1, 1];\n\t};\n\t/**\n\t* Merge default + per-layer transition options for a generated layer and\n\t* resolve any stagger/delay function against this element's position. Used\n\t* by both the morph-retiming and crop corner-radius passes.\n\t*/\n\tconst resolveLayerTransition = (target, type, transitionName, index, total) => {\n\t\tconst transition = mergeTransition(getValueTransition$1(defaultOptions, transitionName), getValueTransition$1(layerOptions(target, type) ?? {}, transitionName));\n\t\tif (typeof transition.delay === \"function\") transition.delay = transition.delay(index, total);\n\t\treturn transition;\n\t};\n\t/**\n\t* Resolve a layer's group (`layout`) timing to plain WAAPI values: native\n\t* ms `delay`/`duration` and a baked `ease`. The single source of group\n\t* timing, shared by the generated-group retiming and the crop corner-radius\n\t* pass so the rounded clip animates on exactly the box's timing. It returns\n\t* no generator `type` (the WAAPI-only `NativeAnimation` rejects a string\n\t* type) nor `repeat`/`times` (which the group's `updateTiming` ignores), so\n\t* none of them can leak into the radius animation and desync it.\n\t*/\n\tconst resolveGroupTiming = (name) => {\n\t\tconst [index, total] = staggerPosition(name, \"group\");\n\t\tconst transition = resolveLayerTransition(layerTargets.get(name), \"group\", \"layout\", index === -1 ? 0 : index, total);\n\t\ttransition.duration && (transition.duration = secondsToMilliseconds(transition.duration));\n\t\tconst { delay = 0, duration, ease } = applyGeneratorOptions(transition);\n\t\treturn {\n\t\t\tdelay: secondsToMilliseconds(delay),\n\t\t\tduration,\n\t\t\tease\n\t\t};\n\t};\n\t/**\n\t* Each layer's measured box + corner radii per snapshot. The box lets\n\t* `finalizeCrop` tell whether a morph's aspect ratio changed (the only case\n\t* worth cropping); the radii let a cropped morph's group clip animate each\n\t* corner from the old element's radius to the new element's, keeping it\n\t* rounded where `overflow: clip` would otherwise square the corners.\n\t*\n\t* We never flatten the source for capture (a snapshot is a paint of the live\n\t* DOM, so squaring an element just for its capture would flash one real\n\t* square frame). For an aspect-changing morph `object-fit: cover` crops each\n\t* snapshot's own baked corners off-screen mid-morph, so the animated clip is\n\t* the only visible corner; a near-same-aspect forced crop (`.crop(true)`)\n\t* can't hide the outgoing snapshot's silhouette, but the endpoints coincide.\n\t*/\n\tconst cropMeasurements = /* @__PURE__ */ new Map();\n\tconst measureLayers = (phase) => nameRegistry.forEach((name, element) => {\n\t\tconst el = element;\n\t\tconst rect = el.getBoundingClientRect?.();\n\t\tif (rect && rect.height) {\n\t\t\tconst style = getComputedStyle(el);\n\t\t\tconst radii = {};\n\t\t\tfor (const corner of cornerRadiusProps) radii[corner] = style[corner];\n\t\t\tconst entry = cropMeasurements.get(name) ?? {};\n\t\t\tentry[phase] = {\n\t\t\t\twidth: rect.width,\n\t\t\t\theight: rect.height,\n\t\t\t\tradii\n\t\t\t};\n\t\t\tcropMeasurements.set(name, entry);\n\t\t}\n\t});\n\t/**\n\t* With both snapshots measured, settle which layers crop. The default crops\n\t* only a morph whose aspect ratio *changes* between snapshots - the one case\n\t* where `object-fit: cover` does real work. A same-aspect morph or a\n\t* fade-only layer is left uncropped: its corners scale naturally (no flash\n\t* from squaring, no `overflow: clip` eating its shadow) and a backdrop can't\n\t* be clipped to nothing. An explicit `.crop(true | false)` overrides either\n\t* way. Runs after both snapshots are measured, since aspect needs both.\n\t*/\n\tconst finalizeCrop = () => {\n\t\tcroppedNames.clear();\n\t\tfor (const name of layerStagger.keys()) {\n\t\t\tif (name === \"root\") continue;\n\t\t\tif (cropForName.get(name) ?? aspectChanged(name)) croppedNames.add(name);\n\t\t}\n\t};\n\t/**\n\t* Whether a layer is a morph whose box aspect ratio changed between\n\t* snapshots (beyond a small tolerance). Fade-only layers (one snapshot) are\n\t* never \"changed\".\n\t*/\n\tconst aspectChanged = (name) => {\n\t\tconst box = cropMeasurements.get(name);\n\t\tif (!box?.old || !box?.new || !box.old.height || !box.new.height) return false;\n\t\treturn Math.abs(box.old.width / box.old.height - box.new.width / box.new.height) > ASPECT_TOLERANCE;\n\t};\n\t/**\n\t* Write the persistent view-transition CSS: suppress root capture when the\n\t* root has no animations of its own; force linear timing (baked into the\n\t* keyframes, so we can retime later via updateTiming); and clip +\n\t* object-fit: cover every cropped morph (the UA default overflows on\n\t* aspect-ratio change).\n\t*\n\t* `css.commit` replaces rather than appends, so we re-set the full rule set\n\t* each call - the crop rules are only known after `finalizeCrop` runs in the\n\t* update callback, so the second call writes them.\n\t*/\n\tconst commitViewCSS = () => {\n\t\tif (!hasTarget(\"root\", targets)) css.set(\":root\", { \"view-transition-name\": \"none\" });\n\t\tcss.set(\"::view-transition-group(*), ::view-transition-old(*), ::view-transition-new(*)\", { \"animation-timing-function\": \"linear !important\" });\n\t\tcroppedNames.forEach((name) => {\n\t\t\tcss.set(`::view-transition-group(${name})`, { overflow: \"clip\" });\n\t\t\tcss.set(`::view-transition-old(${name}), ::view-transition-new(${name})`, {\n\t\t\t\twidth: \"100%\",\n\t\t\t\theight: \"100%\",\n\t\t\t\t\"object-fit\": \"cover\"\n\t\t\t});\n\t\t});\n\t\t/**\n\t\t* Clip the nested children of any layer that clips in the live layout,\n\t\t* so a wrapper crops its child for the whole morph (mirroring the DOM)\n\t\t* rather than only at the live-DOM handoff. No-op on browsers without\n\t\t* nested view-transition groups.\n\t\t*/\n\t\tclipChildren.forEach((name) => {\n\t\t\tcss.set(`::view-transition-group-children(${name})`, { overflow: \"clip\" });\n\t\t});\n\t\tcss.commit();\n\t};\n\tconst cleanup = () => {\n\t\treleaseViewTransitionNames(assigned, classed, grouped);\n\t\tcss.remove();\n\t};\n\tconst callback = async () => {\n\t\tawait update();\n\t\t/**\n\t\t* Re-resolve so elements created by the update are named for the new\n\t\t* snapshot, then measure them. With both snapshots measured we can\n\t\t* settle the crop set (aspect-changing morphs + forced).\n\t\t*/\n\t\tresolveLayers(\"new\");\n\t\tmeasureLayers(\"new\");\n\t\tfinalizeCrop();\n\t\t/**\n\t\t* Re-commit the crop CSS unconditionally: `finalizeCrop` is computed\n\t\t* here (after both snapshots are measured), so the clip rules must be\n\t\t* (re)written to match the settled set.\n\t\t*/\n\t\tcommitViewCSS();\n\t};\n\tlet transition;\n\ttry {\n\t\tresolveLayers(\"old\");\n\t\t/**\n\t\t* Measure the old snapshot against the optimistic crop set (the new\n\t\t* snapshot doesn't exist yet, so aspect change can't be known here;\n\t\t* `finalizeCrop` settles it post-update).\n\t\t*/\n\t\tmeasureLayers(\"old\");\n\t\tcommitViewCSS();\n\t\ttransition = document.startViewTransition(callback);\n\t} catch (error) {\n\t\t/**\n\t\t* The prelude writes inline names before the transition exists. If it\n\t\t* throws (e.g. startViewTransition rejects in a bad UA state), release\n\t\t* them so we neither leak DOM state nor stall the queue on a promise\n\t\t* that never settles - hand back a rejection it can advance past.\n\t\t*/\n\t\tcleanup();\n\t\treturn Promise.reject(error);\n\t}\n\ttransition.finished.finally(cleanup);\n\treturn new Promise((resolve, reject) => {\n\t\ttransition.ready.then(() => {\n\t\t\tconst generatedViewAnimations = getViewAnimations();\n\t\t\tconst animations = [];\n\t\t\t/**\n\t\t\t* Create animations for each of our explicitly-defined subjects.\n\t\t\t* `opacityAnimated` additionally tracks which `${name}:${type}`\n\t\t\t* we faded, so we can keep the UA `plus-lighter` blend only for a\n\t\t\t* genuine opacity crossfade (both sides fading) and drop it for a\n\t\t\t* slide/transform, where additive compositing would flash bright.\n\t\t\t*/\n\t\t\tconst explicitlyAnimated = /* @__PURE__ */ new Set();\n\t\t\tconst opacityAnimated = /* @__PURE__ */ new Set();\n\t\t\tlayerTargets.forEach((target, name) => {\n\t\t\t\tconst stagger = layerStagger.get(name);\n\t\t\t\t/**\n\t\t\t\t* Presence: `enter` only fires for a pure newcomer (a new\n\t\t\t\t* view with no old), `exit` only for a pure leaver. A\n\t\t\t\t* survivor (both) gets neither - it just morphs.\n\t\t\t\t*/\n\t\t\t\tconst enterApplies = !!stagger?.new && !stagger?.old;\n\t\t\t\tconst exitApplies = !!stagger?.old && !stagger?.new;\n\t\t\t\tfor (const key of definitionNames) {\n\t\t\t\t\tif (!target[key]) continue;\n\t\t\t\t\tif (key === \"enter\" && !enterApplies) continue;\n\t\t\t\t\tif (key === \"exit\" && !exitApplies) continue;\n\t\t\t\t\tconst type = chooseLayerType(key);\n\t\t\t\t\tconst [index, total] = staggerPosition(name, type);\n\t\t\t\t\tif (index === -1) continue;\n\t\t\t\t\tconst { keyframes, options } = target[key];\n\t\t\t\t\tfor (let [valueName, valueKeyframes] of Object.entries(keyframes)) {\n\t\t\t\t\t\tif (valueKeyframes == null) continue;\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t* The view path hands keyframes straight to WAAPI,\n\t\t\t\t\t\t* so Motion's `x`/`y` shorthands (compiled to\n\t\t\t\t\t\t* `transform` only via the value pipeline) have no\n\t\t\t\t\t\t* effect. Warn and skip - use `transform`/`translate`.\n\t\t\t\t\t\t*/\n\t\t\t\t\t\tif (valueName === \"x\" || valueName === \"y\") {\n\t\t\t\t\t\t\twarnOnce(false, `animateView() animates view-transition layers with CSS properties; the \"${valueName}\" shorthand has no effect - use transform, e.g. { transform: \"translateX(40px)\" }.`);\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t* enter/exit win over new/old on a shared property -\n\t\t\t\t\t\t* skip it here when the gated bucket also defines it.\n\t\t\t\t\t\t*/\n\t\t\t\t\t\tif (key === \"new\" && enterApplies && target.enter?.keyframes[valueName] != null) continue;\n\t\t\t\t\t\tif (key === \"old\" && exitApplies && target.exit?.keyframes[valueName] != null) continue;\n\t\t\t\t\t\tconst valueOptions = mergeTransition(getValueTransition$1(defaultOptions, valueName), getValueTransition$1(options, valueName));\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t* Infer an origin for a single-value keyframe. An\n\t\t\t\t\t\t* `enter` mirrors the matching `exit` value (a\n\t\t\t\t\t\t* defined exit reverses into the enter for free);\n\t\t\t\t\t\t* otherwise the per-type default (opacity 0/1, scale\n\t\t\t\t\t\t* 0.85). No default -> left as-is (animates from the\n\t\t\t\t\t\t* live value).\n\t\t\t\t\t\t*\n\t\t\t\t\t\t* `new`/`old` fire for survivors too, where only the\n\t\t\t\t\t\t* opacity crossfade default applies - a transform\n\t\t\t\t\t\t* default like scale 0.85 would pop a persisting\n\t\t\t\t\t\t* element, so gate it on the layer actually\n\t\t\t\t\t\t* entering/leaving.\n\t\t\t\t\t\t*/\n\t\t\t\t\t\tif (!Array.isArray(valueKeyframes)) {\n\t\t\t\t\t\t\tconst exitValue = key === \"enter\" ? target.exit?.keyframes[valueName] : void 0;\n\t\t\t\t\t\t\tconst from = exitValue != null ? Array.isArray(exitValue) ? exitValue[exitValue.length - 1] : exitValue : valueName === \"opacity\" || (type === \"new\" ? enterApplies : exitApplies) ? ORIGIN_DEFAULTS[type]?.[valueName] : void 0;\n\t\t\t\t\t\t\tif (from !== void 0) valueKeyframes = [from, valueKeyframes];\n\t\t\t\t\t\t}\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t* Resolve stagger function if provided, per element\n\t\t\t\t\t\t* across this subject's resolved layers.\n\t\t\t\t\t\t*/\n\t\t\t\t\t\tif (typeof valueOptions.delay === \"function\") valueOptions.delay = valueOptions.delay(index, total);\n\t\t\t\t\t\tvalueOptions.duration && (valueOptions.duration = secondsToMilliseconds(valueOptions.duration));\n\t\t\t\t\t\tvalueOptions.delay && (valueOptions.delay = secondsToMilliseconds(valueOptions.delay));\n\t\t\t\t\t\tanimations.push(new NativeAnimation({\n\t\t\t\t\t\t\t...valueOptions,\n\t\t\t\t\t\t\telement: document.documentElement,\n\t\t\t\t\t\t\tname: valueName,\n\t\t\t\t\t\t\tpseudoElement: `::view-transition-${type}(${name})`,\n\t\t\t\t\t\t\tkeyframes: valueKeyframes\n\t\t\t\t\t\t}));\n\t\t\t\t\t\texplicitlyAnimated.add(`${name}:${type}`);\n\t\t\t\t\t\tif (valueName === \"opacity\") opacityAnimated.add(`${name}:${type}`);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t});\n\t\t\t/**\n\t\t\t* Handle browser generated animations\n\t\t\t*/\n\t\t\tfor (const animation of generatedViewAnimations) {\n\t\t\t\tif (animation.playState === \"finished\") continue;\n\t\t\t\tconst { effect } = animation;\n\t\t\t\tif (!effect || !(effect instanceof KeyframeEffect)) continue;\n\t\t\t\tconst { pseudoElement } = effect;\n\t\t\t\tif (!pseudoElement) continue;\n\t\t\t\tconst name = getViewAnimationLayerInfo(pseudoElement);\n\t\t\t\tif (!name) continue;\n\t\t\t\tconst targetDefinition = layerTargets.get(name.layer);\n\t\t\t\t/**\n\t\t\t\t* We built our own animation for this layer, so drop the\n\t\t\t\t* browser-generated fade we're replacing. The UA\n\t\t\t\t* `plus-lighter` blend is a *separate* generated animation on\n\t\t\t\t* the same pseudo (it sets `mix-blend-mode` in its keyframes):\n\t\t\t\t* keep it *only* for a true opacity crossfade - both sides\n\t\t\t\t* fading - so a symmetric crossfade composites without\n\t\t\t\t* darkening, but a slide/transform (where both layers stay\n\t\t\t\t* opaque and overlap) doesn't flash bright from the addition.\n\t\t\t\t*/\n\t\t\t\tif (explicitlyAnimated.has(`${name.layer}:${name.type}`)) {\n\t\t\t\t\tif (opacityAnimated.has(`${name.layer}:new`) && opacityAnimated.has(`${name.layer}:old`) && effect.getKeyframes().some((keyframe) => keyframe.mixBlendMode)) animations.push(new NativeAnimationWrapper(animation));\n\t\t\t\t\telse animation.cancel();\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\t/**\n\t\t\t\t* Drop the orphaned half of the default crossfade. The UA\n\t\t\t\t* fades old out and new in as a *pair*; if the opposing half\n\t\t\t\t* was explicitly overridden with something other than an\n\t\t\t\t* opacity fade (a clip or transform reveal), this side's\n\t\t\t\t* default opacity fade has no partner - left to run it would\n\t\t\t\t* dissolve what should be a static backdrop (e.g.\n\t\t\t\t* `.new({ clipPath })` should reveal over a still old view,\n\t\t\t\t* not fade the old out around the growing clip). Cancel it -\n\t\t\t\t* and its `plus-lighter` sibling on the same pseudo, which\n\t\t\t\t* would otherwise flash bright where the two opaque layers\n\t\t\t\t* overlap. A genuine crossfade (the opposing side also fading\n\t\t\t\t* opacity) keeps both halves and is handled above.\n\t\t\t\t*/\n\t\t\t\tconst opposite = name.type === \"old\" ? \"new\" : name.type === \"new\" ? \"old\" : void 0;\n\t\t\t\tif (opposite && explicitlyAnimated.has(`${name.layer}:${opposite}`) && !opacityAnimated.has(`${name.layer}:${opposite}`)) {\n\t\t\t\t\tanimation.cancel();\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\t/**\n\t\t\t\t* Otherwise retime the browser-generated animation to\n\t\t\t\t* Motion's timing. This auto-enables the layout (group)\n\t\t\t\t* morph for any resolved/named target, and applies the\n\t\t\t\t* default timing to old/new layers we haven't explicitly\n\t\t\t\t* overridden.\n\t\t\t\t*\n\t\t\t\t* group + group-children both follow the layout timing so\n\t\t\t\t* the nesting container stays in sync with the morph.\n\t\t\t\t*/\n\t\t\t\t/**\n\t\t\t\t* A survivor's old + new are the two halves of one\n\t\t\t\t* `plus-lighter` crossfade. They must share identical timing\n\t\t\t\t* (so their opacities stay mirrored and sum to 1 - else the\n\t\t\t\t* additive blend flashes bright wherever both are partly\n\t\t\t\t* visible) and fade linearly (the bounce belongs on the\n\t\t\t\t* group's geometry, not the opacity). So time them as the\n\t\t\t\t* group, rather than via their own - potentially staggered,\n\t\t\t\t* or enter/exit-derived - old/new options.\n\t\t\t\t*/\n\t\t\t\tconst stagger = layerStagger.get(name.layer);\n\t\t\t\tconst isMorphCrossfade = (name.type === \"old\" || name.type === \"new\") && !!stagger?.old && !!stagger?.new;\n\t\t\t\tlet timing;\n\t\t\t\tif (name.type.startsWith(\"group\")) {\n\t\t\t\t\tconst { delay, duration, ease } = resolveGroupTiming(name.layer);\n\t\t\t\t\ttiming = {\n\t\t\t\t\t\tdelay,\n\t\t\t\t\t\tduration,\n\t\t\t\t\t\teasing: mapEasingToNativeEasing(ease, duration)\n\t\t\t\t\t};\n\t\t\t\t} else {\n\t\t\t\t\tconst timingType = isMorphCrossfade ? \"group\" : name.type;\n\t\t\t\t\tconst [index, total] = staggerPosition(name.layer, timingType);\n\t\t\t\t\tlet animationTransition = resolveLayerTransition(targetDefinition, timingType, timingType === \"group\" ? \"layout\" : \"\", index === -1 ? 0 : index, total);\n\t\t\t\t\t/**\n\t\t\t\t\t* The crossfade should resolve at the spring's\n\t\t\t\t\t* *perceptual* (visual) duration - the geometry can keep\n\t\t\t\t\t* bouncing, but the opacity shouldn't drag through the\n\t\t\t\t\t* settle. So capture `visualDuration` before\n\t\t\t\t\t* `applyGeneratorOptions` replaces it with the full\n\t\t\t\t\t* overshoot duration, and use it for the fade.\n\t\t\t\t\t*/\n\t\t\t\t\tconst visualDuration = animationTransition.visualDuration;\n\t\t\t\t\tanimationTransition.duration && (animationTransition.duration = secondsToMilliseconds(animationTransition.duration));\n\t\t\t\t\tanimationTransition = applyGeneratorOptions(animationTransition);\n\t\t\t\t\ttiming = {\n\t\t\t\t\t\tdelay: secondsToMilliseconds(animationTransition.delay ?? 0),\n\t\t\t\t\t\tduration: isMorphCrossfade && visualDuration !== void 0 ? secondsToMilliseconds(visualDuration) : animationTransition.duration,\n\t\t\t\t\t\teasing: isMorphCrossfade ? \"linear\" : mapEasingToNativeEasing(animationTransition.ease, animationTransition.duration)\n\t\t\t\t\t};\n\t\t\t\t}\n\t\t\t\teffect.updateTiming(timing);\n\t\t\t\tanimations.push(new NativeAnimationWrapper(animation));\n\t\t\t}\n\t\t\t/**\n\t\t\t* Round each cropped layer's clip. Its `::view-transition-group`\n\t\t\t* has `overflow: clip`, which would otherwise square the corners\n\t\t\t* mid-morph; animate each corner from the old element's radius to\n\t\t\t* the new element's so the crop stays rounded. Timed as the group\n\t\t\t* (`layout`) so the radius tracks the morphing box.\n\t\t\t*/\n\t\t\tcropMeasurements.forEach((entry, name) => {\n\t\t\t\tif (!croppedNames.has(name)) return;\n\t\t\t\tconst { delay, duration, ease } = resolveGroupTiming(name);\n\t\t\t\tfor (const corner of cornerRadiusProps) {\n\t\t\t\t\tconst from = entry.old?.radii[corner] || entry.new?.radii[corner] || \"0px\";\n\t\t\t\t\tconst to = entry.new?.radii[corner] || entry.old?.radii[corner] || \"0px\";\n\t\t\t\t\tif (isSquareRadius(from) && isSquareRadius(to)) continue;\n\t\t\t\t\tanimations.push(new NativeAnimation({\n\t\t\t\t\t\telement: document.documentElement,\n\t\t\t\t\t\tname: corner,\n\t\t\t\t\t\tpseudoElement: `::view-transition-group(${name})`,\n\t\t\t\t\t\tkeyframes: [from, to],\n\t\t\t\t\t\tdelay,\n\t\t\t\t\t\tduration,\n\t\t\t\t\t\tease\n\t\t\t\t\t}));\n\t\t\t\t}\n\t\t\t});\n\t\t\tresolve(new GroupAnimation(animations));\n\t\t}).catch(() => transition.updateCallbackDone.then(() => resolve(new GroupAnimation([])), reject));\n\t});\n}\n/**\n* The options that should time a given generated layer type, so a retimed\n* group/old/new picks up any per-target transition the user provided. Checks\n* the type's buckets in priority order (e.g. `new` before `enter`).\n*/\nfunction layerOptions(target, type) {\n\tfor (const bucket of typeBuckets[type] ?? []) {\n\t\tconst options = target?.[bucket]?.options;\n\t\tif (options) return options;\n\t}\n}\n/**\n* Merge a base transition (e.g. the default `options`) with a per-layer/value\n* override. An explicit `duration` on the override must win over an inherited\n* generator's own timing: a spring prefers `visualDuration`, and\n* `spring.applyToOptions` overwrites `duration` with the computed settle time -\n* so without this the override is silently discarded. Dropping the inherited\n* `type`/`visualDuration` makes the layer a plain tween of that duration, unless\n* it asked for its own generator `type`/`visualDuration`.\n*/\nfunction mergeTransition(base, override) {\n\tconst merged = {\n\t\t...base,\n\t\t...override\n\t};\n\tif (override.duration !== void 0) {\n\t\tif (override.visualDuration === void 0) delete merged.visualDuration;\n\t\tif (override.type === void 0) delete merged.type;\n\t}\n\treturn merged;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/view/queue.mjs\nlet builders = [];\nlet current = null;\nfunction next() {\n\tcurrent = null;\n\tconst [nextBuilder] = builders;\n\tif (nextBuilder) start(nextBuilder);\n}\nfunction start(builder) {\n\tremoveItem(builders, builder);\n\tcurrent = builder;\n\tstartViewAnimation(builder).then((animation) => {\n\t\tbuilder.notifyReady(animation);\n\t\treturn animation.finished;\n\t}).catch((error) => builder.notifyReject(error)).finally(next);\n}\nfunction processQueue() {\n\t/**\n\t* Iterate backwards over the builders array. We can ignore the\n\t* \"wait\" animations. If we have an interrupting animation in the\n\t* queue then we need to batch all preceding animations into it.\n\t* Currently this only batches the update functions but will also\n\t* need to batch the targets.\n\t*/\n\tfor (let i = builders.length - 1; i >= 0; i--) {\n\t\tconst builder = builders[i];\n\t\tconst { interrupt } = builder.options;\n\t\tif (interrupt === \"immediate\") {\n\t\t\tconst batchedUpdates = builders.slice(0, i + 1).map((b) => b.update);\n\t\t\tconst remaining = builders.slice(i + 1);\n\t\t\tbuilder.update = () => {\n\t\t\t\tbatchedUpdates.forEach((update) => update());\n\t\t\t};\n\t\t\tbuilders = [builder, ...remaining];\n\t\t\tbreak;\n\t\t}\n\t}\n\tif (!current || builders[0]?.options.interrupt === \"immediate\") next();\n}\nfunction addToQueue(builder) {\n\tbuilders.push(builder);\n\tmicrotask.render(processQueue);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/view/index.mjs\nvar ViewTransitionBuilder = class {\n\tconstructor(update, options = {}) {\n\t\tthis.currentSubject = \"root\";\n\t\tthis.targets = /* @__PURE__ */ new Map();\n\t\t/**\n\t\t* Definitions that must be resolved to elements (and assigned a\n\t\t* `view-transition-name`) rather than treated as pre-named layers.\n\t\t*/\n\t\tthis.resolveDefs = /* @__PURE__ */ new Set();\n\t\t/**\n\t\t* Per-subject crop override: `true` forces the crop (clip + object-fit:\n\t\t* cover + animated corner radii) on, `false` forces it off. A subject with\n\t\t* no entry uses the default - crop only a genuine morph (a layer present in\n\t\t* both snapshots), so a fade-only enter/exit isn't clipped to nothing.\n\t\t*/\n\t\tthis.cropOverride = /* @__PURE__ */ new Map();\n\t\t/**\n\t\t* Subjects paired with a different new-snapshot target (the second `.add()`\n\t\t* argument), so two distinct elements share one name and morph into each\n\t\t* other - a shared-element transition.\n\t\t*/\n\t\tthis.pairs = /* @__PURE__ */ new Map();\n\t\t/**\n\t\t* A `view-transition-class` to apply to each subject's resolved elements,\n\t\t* so authors can target the generated layers from CSS by class rather than\n\t\t* the opaque generated name.\n\t\t*/\n\t\tthis.classNames = /* @__PURE__ */ new Map();\n\t\t/**\n\t\t* Subjects opted out of automatic group nesting via `.group(false)`. Their\n\t\t* layer stays a flat top-level group (`view-transition-group: none`) instead\n\t\t* of nesting under its DOM-ancestor layer - so it animates independently and\n\t\t* escapes an ancestor's clip/transform (e.g. an element that lifts out of a\n\t\t* card and flies across, which nesting would clip to the card).\n\t\t*/\n\t\tthis.flatGroups = /* @__PURE__ */ new Set();\n\t\tthis.notifyReady = noop;\n\t\tthis.notifyReject = noop;\n\t\tthis.readyPromise = new Promise((resolve, reject) => {\n\t\t\tthis.notifyReady = resolve;\n\t\t\tthis.notifyReject = reject;\n\t\t});\n\t\tthis.update = update;\n\t\tthis.options = {\n\t\t\tinterrupt: \"wait\",\n\t\t\t...options\n\t\t};\n\t\tthis.readyPromise.catch(noop);\n\t\taddToQueue(this);\n\t}\n\t/**\n\t* Target elements resolved from a selector or Element, each assigned a\n\t* `view-transition-name` automatically.\n\t*\n\t* Passing a second target pairs them: the first is resolved in the old\n\t* snapshot and the second in the new, sharing one name so two *different*\n\t* elements morph into each other (e.g. `.add(card, \".modal\")`). Symmetric -\n\t* pass them the other way round to morph back.\n\t*/\n\tadd(subject, newSubject) {\n\t\tthis.currentSubject = subject;\n\t\tthis.resolveDefs.add(subject);\n\t\tif (newSubject !== void 0) this.pairs.set(subject, newSubject);\n\t\tif (!this.targets.has(subject)) this.targets.set(subject, {});\n\t\treturn this;\n\t}\n\t/**\n\t* Control this subject's crop (clip + `object-fit: cover` + animated\n\t* corners). By default a subject auto-crops only when it actually morphs -\n\t* present in both snapshots (a survivor, or an `.add(a, b)` pair). A\n\t* fade-only enter/exit has no second box to crop against, so it's left to\n\t* the browser default; in particular the `overflow: clip` a crop adds would\n\t* otherwise clip a mis-sized enter/exit layer to nothing.\n\t*\n\t* `.crop(false)` forces the crop off (e.g. a text morph, where\n\t* `object-fit: cover` clips glyphs as the box grows); `.crop(true)` forces\n\t* it on for a non-morph the default wouldn't otherwise crop.\n\t*/\n\tcrop(enabled = true) {\n\t\tthis.cropOverride.set(this.currentSubject, enabled);\n\t\treturn this;\n\t}\n\t/**\n\t* By default a subject's layer nests under its nearest DOM-ancestor layer\n\t* (`view-transition-group: contain`), so the ancestor's clip/transform/opacity\n\t* apply to it through the transition - mirroring how the DOM actually paints,\n\t* and letting a wrapper crop its child for the whole morph rather than only\n\t* once the live DOM takes back over. (Needs a browser that supports nested\n\t* view-transition groups; elsewhere it degrades to the flat default.)\n\t*\n\t* Call `.group(false)` to opt out: the layer stays flat and top-level, so it\n\t* animates independently and escapes an ancestor's clip - e.g. an element\n\t* that should lift out of a card and fly across, which nesting would clip.\n\t*/\n\tgroup(enabled = true) {\n\t\tenabled ? this.flatGroups.delete(this.currentSubject) : this.flatGroups.add(this.currentSubject);\n\t\treturn this;\n\t}\n\t/**\n\t* Tag this subject's generated layers with a `view-transition-class`, so\n\t* they can be targeted from CSS - `::view-transition-group(.name)`,\n\t* `::view-transition-old/new(.name)`, `::view-transition-image-pair(.name)`\n\t* - without the opaque generated `view-transition-name`. Because `.add()`\n\t* can match many elements, a shared class targets them all at once (and,\n\t* for a pair, both ends). The escape hatch for z-index / custom keyframes\n\t* on a morph layer.\n\t*/\n\tclass(name) {\n\t\tthis.classNames.set(this.currentSubject, name);\n\t\treturn this;\n\t}\n\t/**\n\t* Set the transition for this subject's morph. The morph is enabled\n\t* automatically by `.add()`; this just customises its timing (duration,\n\t* easing, a `delay`/`stagger`, …). On the implicit `root` subject it also\n\t* opts the page into the transition (the root crossfade).\n\t*/\n\tlayout(options = {}) {\n\t\tthis.updateTarget(\"layout\", {}, options);\n\t\treturn this;\n\t}\n\tenter(keyframes, options) {\n\t\tthis.updateTarget(\"enter\", keyframes, options);\n\t\treturn this;\n\t}\n\texit(keyframes, options) {\n\t\tthis.updateTarget(\"exit\", keyframes, options);\n\t\treturn this;\n\t}\n\t/**\n\t* Animate the new view directly, whether the element is appearing or\n\t* persisting (unlike `.enter()`, which only fires for a pure newcomer).\n\t* Pair with `.old()` for a crossfade or slide-through.\n\t*/\n\tnew(keyframes, options) {\n\t\tthis.updateTarget(\"new\", keyframes, options);\n\t\treturn this;\n\t}\n\t/**\n\t* Animate the old view directly, whether the element is leaving or\n\t* persisting (unlike `.exit()`, which only fires for a pure leaver).\n\t*/\n\told(keyframes, options) {\n\t\tthis.updateTarget(\"old\", keyframes, options);\n\t\treturn this;\n\t}\n\tupdateTarget(target, keyframes, options = {}) {\n\t\tconst { currentSubject, targets } = this;\n\t\tif (!targets.has(currentSubject)) targets.set(currentSubject, {});\n\t\tconst targetData = targets.get(currentSubject);\n\t\ttargetData[target] = {\n\t\t\tkeyframes,\n\t\t\toptions\n\t\t};\n\t}\n\tthen(resolve, reject) {\n\t\treturn this.readyPromise.then(resolve, reject);\n\t}\n};\nfunction animateView(update, options = {}) {\n\treturn new ViewTransitionBuilder(update, options);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/geometry/models.mjs\nconst createAxisDelta = () => ({\n\ttranslate: 0,\n\tscale: 1,\n\torigin: 0,\n\toriginPoint: 0\n});\nconst createDelta = () => ({\n\tx: createAxisDelta(),\n\ty: createAxisDelta()\n});\nconst createAxis = () => ({\n\tmin: 0,\n\tmax: 0\n});\nconst createBox = () => ({\n\tx: createAxis(),\n\ty: createAxis()\n});\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/store.mjs\nconst visualElementStore = /* @__PURE__ */ new WeakMap();\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/is-animation-controls.mjs\nfunction isAnimationControls(v) {\n\treturn v !== null && typeof v === \"object\" && typeof v.start === \"function\";\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/is-variant-label.mjs\n/**\n* Decides if the supplied variable is variant label\n*/\nfunction isVariantLabel(v) {\n\treturn typeof v === \"string\" || Array.isArray(v);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/variant-props.mjs\nconst variantPriorityOrder = [\n\t\"animate\",\n\t\"whileInView\",\n\t\"whileFocus\",\n\t\"whileHover\",\n\t\"whileTap\",\n\t\"whileDrag\",\n\t\"exit\"\n];\nconst variantProps = [\"initial\", ...variantPriorityOrder];\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/is-controlling-variants.mjs\nfunction isControllingVariants(props) {\n\tif (isAnimationControls(props.animate)) return true;\n\tfor (let i = 0; i < variantProps.length; i++) if (isVariantLabel(props[variantProps[i]])) return true;\n\treturn false;\n}\nfunction isVariantNode(props) {\n\treturn Boolean(isControllingVariants(props) || props.variants);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/motion-values.mjs\n/**\n* Updates motion values from props changes.\n* Uses `any` type for element to avoid circular dependencies with VisualElement.\n*/\nfunction updateMotionValuesFromProps(element, next, prev) {\n\tfor (const key in next) {\n\t\tconst nextValue = next[key];\n\t\tconst prevValue = prev[key];\n\t\tif (isMotionValue(nextValue))\n /**\n\t\t* If this is a motion value found in props or style, we want to add it\n\t\t* to our visual element's motion value map.\n\t\t*/\n\t\telement.addValue(key, nextValue);\n\t\telse if (isMotionValue(prevValue))\n /**\n\t\t* If we're swapping from a motion value to a static value,\n\t\t* create a new motion value from that\n\t\t*/\n\t\telement.addValue(key, motionValue(nextValue, { owner: element }));\n\t\telse if (prevValue !== nextValue) {\n\t\t\t/**\n\t\t\t* If this is a flat value that has changed, update the motion value\n\t\t\t* or create one if it doesn't exist. We only want to do this if we're\n\t\t\t* not handling the value with our animation state.\n\t\t\t*/\n\t\t\tif (element.hasValue(key)) {\n\t\t\t\tconst existingValue = element.getValue(key);\n\t\t\t\tif (existingValue.liveStyle === true) existingValue.jump(nextValue);\n\t\t\t\telse if (!existingValue.hasAnimated) existingValue.set(nextValue);\n\t\t\t} else {\n\t\t\t\tconst latestValue = element.getStaticValue(key);\n\t\t\t\telement.addValue(key, motionValue(latestValue !== void 0 ? latestValue : nextValue, { owner: element }));\n\t\t\t}\n\t\t}\n\t}\n\tfor (const key in prev) if (next[key] === void 0) element.removeValue(key);\n\treturn next;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/reduced-motion/state.mjs\nconst prefersReducedMotion = { current: null };\nconst hasReducedMotionListener = { current: false };\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/reduced-motion/index.mjs\nconst isBrowser = typeof window !== \"undefined\";\nfunction initPrefersReducedMotion() {\n\thasReducedMotionListener.current = true;\n\tif (!isBrowser) return;\n\tif (window.matchMedia) {\n\t\tconst motionMediaQuery = window.matchMedia(\"(prefers-reduced-motion)\");\n\t\tconst setReducedMotionPreferences = () => prefersReducedMotion.current = motionMediaQuery.matches;\n\t\tmotionMediaQuery.addEventListener(\"change\", setReducedMotionPreferences);\n\t\tsetReducedMotionPreferences();\n\t} else prefersReducedMotion.current = false;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/VisualElement.mjs\nconst propEventHandlers = [\n\t\"AnimationStart\",\n\t\"AnimationComplete\",\n\t\"Update\",\n\t\"BeforeLayoutMeasure\",\n\t\"LayoutMeasure\",\n\t\"LayoutAnimationStart\",\n\t\"LayoutAnimationComplete\"\n];\n/**\n* Static feature definitions - can be injected by framework layer\n*/\nlet featureDefinitions = {};\n/**\n* Set feature definitions for all VisualElements.\n* This should be called by the framework layer (e.g., framer-motion) during initialization.\n*/\nfunction setFeatureDefinitions(definitions) {\n\tfeatureDefinitions = definitions;\n}\n/**\n* Get the current feature definitions\n*/\nfunction getFeatureDefinitions() {\n\treturn featureDefinitions;\n}\n/**\n* A VisualElement is an imperative abstraction around UI elements such as\n* HTMLElement, SVGElement, Three.Object3D etc.\n*/\nvar VisualElement = class {\n\t/**\n\t* This method takes React props and returns found MotionValues. For example, HTML\n\t* MotionValues will be found within the style prop, whereas for Three.js within attribute arrays.\n\t*\n\t* This isn't an abstract method as it needs calling in the constructor, but it is\n\t* intended to be one.\n\t*/\n\tscrapeMotionValuesFromProps(_props, _prevProps, _visualElement) {\n\t\treturn {};\n\t}\n\tconstructor({ parent, props, presenceContext, reducedMotionConfig, skipAnimations, blockInitialAnimation, visualState }, options = {}) {\n\t\t/**\n\t\t* A reference to the current underlying Instance, e.g. a HTMLElement\n\t\t* or Three.Mesh etc.\n\t\t*/\n\t\tthis.current = null;\n\t\t/**\n\t\t* A set containing references to this VisualElement's children.\n\t\t*/\n\t\tthis.children = /* @__PURE__ */ new Set();\n\t\t/**\n\t\t* Determine what role this visual element should take in the variant tree.\n\t\t*/\n\t\tthis.isVariantNode = false;\n\t\tthis.isControllingVariants = false;\n\t\t/**\n\t\t* Decides whether this VisualElement should animate in reduced motion\n\t\t* mode.\n\t\t*\n\t\t* TODO: This is currently set on every individual VisualElement but feels\n\t\t* like it could be set globally.\n\t\t*/\n\t\tthis.shouldReduceMotion = null;\n\t\t/**\n\t\t* Decides whether animations should be skipped for this VisualElement.\n\t\t* Useful for E2E tests and visual regression testing.\n\t\t*/\n\t\tthis.shouldSkipAnimations = false;\n\t\t/**\n\t\t* A map of all motion values attached to this visual element. Motion\n\t\t* values are source of truth for any given animated value. A motion\n\t\t* value might be provided externally by the component via props.\n\t\t*/\n\t\tthis.values = /* @__PURE__ */ new Map();\n\t\tthis.KeyframeResolver = KeyframeResolver;\n\t\t/**\n\t\t* Cleanup functions for active features (hover/tap/exit etc)\n\t\t*/\n\t\tthis.features = {};\n\t\t/**\n\t\t* A map of every subscription that binds the provided or generated\n\t\t* motion values onChange listeners to this visual element.\n\t\t*/\n\t\tthis.valueSubscriptions = /* @__PURE__ */ new Map();\n\t\t/**\n\t\t* A reference to the previously-provided motion values as returned\n\t\t* from scrapeMotionValuesFromProps. We use the keys in here to determine\n\t\t* if any motion values need to be removed after props are updated.\n\t\t*/\n\t\tthis.prevMotionValues = {};\n\t\t/**\n\t\t* Track whether this element has been mounted before, to detect\n\t\t* remounts after Suspense unmount/remount cycles.\n\t\t*/\n\t\tthis.hasBeenMounted = false;\n\t\t/**\n\t\t* An object containing a SubscriptionManager for each active event.\n\t\t*/\n\t\tthis.events = {};\n\t\t/**\n\t\t* An object containing an unsubscribe function for each prop event subscription.\n\t\t* For example, every \"Update\" event can have multiple subscribers via\n\t\t* VisualElement.on(), but only one of those can be defined via the onUpdate prop.\n\t\t*/\n\t\tthis.propEventSubscriptions = {};\n\t\tthis.notifyUpdate = () => this.notify(\"Update\", this.latestValues);\n\t\tthis.render = () => {\n\t\t\tif (!this.current) return;\n\t\t\tthis.triggerBuild();\n\t\t\tthis.renderInstance(this.current, this.renderState, this.props.style, this.projection);\n\t\t};\n\t\tthis.renderScheduledAt = 0;\n\t\tthis.scheduleRender = () => {\n\t\t\tconst now = time.now();\n\t\t\tif (this.renderScheduledAt < now) {\n\t\t\t\tthis.renderScheduledAt = now;\n\t\t\t\tframe.render(this.render, false, true);\n\t\t\t}\n\t\t};\n\t\tconst { latestValues, renderState } = visualState;\n\t\tthis.latestValues = latestValues;\n\t\tthis.baseTarget = { ...latestValues };\n\t\tthis.initialValues = props.initial ? { ...latestValues } : {};\n\t\tthis.renderState = renderState;\n\t\tthis.parent = parent;\n\t\tthis.props = props;\n\t\tthis.presenceContext = presenceContext;\n\t\tthis.depth = parent ? parent.depth + 1 : 0;\n\t\tthis.reducedMotionConfig = reducedMotionConfig;\n\t\tthis.skipAnimationsConfig = skipAnimations;\n\t\tthis.options = options;\n\t\tthis.blockInitialAnimation = Boolean(blockInitialAnimation);\n\t\tthis.isControllingVariants = isControllingVariants(props);\n\t\tthis.isVariantNode = isVariantNode(props);\n\t\tif (this.isVariantNode) this.variantChildren = /* @__PURE__ */ new Set();\n\t\tthis.manuallyAnimateOnMount = Boolean(parent && parent.current);\n\t\t/**\n\t\t* Any motion values that are provided to the element when created\n\t\t* aren't yet bound to the element, as this would technically be impure.\n\t\t* However, we iterate through the motion values and set them to the\n\t\t* initial values for this component.\n\t\t*\n\t\t* TODO: This is impure and we should look at changing this to run on mount.\n\t\t* Doing so will break some tests but this isn't necessarily a breaking change,\n\t\t* more a reflection of the test.\n\t\t*/\n\t\tconst { willChange, ...initialMotionValues } = this.scrapeMotionValuesFromProps(props, {}, this);\n\t\tfor (const key in initialMotionValues) {\n\t\t\tconst value = initialMotionValues[key];\n\t\t\tif (latestValues[key] !== void 0 && isMotionValue(value)) value.set(latestValues[key]);\n\t\t}\n\t}\n\tmount(instance) {\n\t\t/**\n\t\t* If this element has been mounted before (e.g. after a Suspense\n\t\t* unmount/remount), reset motion values to their initial state\n\t\t* so animations replay correctly from initial → animate.\n\t\t*/\n\t\tif (this.hasBeenMounted) for (const key in this.initialValues) {\n\t\t\tthis.values.get(key)?.jump(this.initialValues[key]);\n\t\t\tthis.latestValues[key] = this.initialValues[key];\n\t\t}\n\t\tthis.current = instance;\n\t\tvisualElementStore.set(instance, this);\n\t\tif (this.projection && !this.projection.instance) this.projection.mount(instance);\n\t\t/**\n\t\t* Join the closest variant node above, so its variant changes\n\t\t* propagate here, unless inherit={false} cuts the chain.\n\t\t*/\n\t\tif (this.isVariantNode && !this.isControllingVariants) {\n\t\t\tlet node = this;\n\t\t\tdo\n\t\t\t\tnode = node.props.inherit !== false && node.parent;\n\t\t\twhile (node && !node.isVariantNode);\n\t\t\tif (node) {\n\t\t\t\tconst { variantChildren } = node;\n\t\t\t\tvariantChildren.add(this);\n\t\t\t\tthis.removeFromVariantTree = () => variantChildren.delete(this);\n\t\t\t}\n\t\t}\n\t\tthis.values.forEach((value, key) => this.bindToMotionValue(key, value));\n\t\t/**\n\t\t* Determine reduced motion preference. Only initialize the matchMedia\n\t\t* listener if we actually need the dynamic value (i.e., when config\n\t\t* is neither \"never\" nor \"always\").\n\t\t*/\n\t\tif (this.reducedMotionConfig === \"never\") this.shouldReduceMotion = false;\n\t\telse if (this.reducedMotionConfig === \"always\") this.shouldReduceMotion = true;\n\t\telse {\n\t\t\tif (!hasReducedMotionListener.current) initPrefersReducedMotion();\n\t\t\tthis.shouldReduceMotion = prefersReducedMotion.current;\n\t\t}\n\t\t/**\n\t\t* Set whether animations should be skipped based on the config.\n\t\t*/\n\t\tthis.shouldSkipAnimations = this.skipAnimationsConfig ?? false;\n\t\tthis.parent?.addChild(this);\n\t\tthis.update(this.props, this.presenceContext);\n\t\tthis.hasBeenMounted = true;\n\t}\n\tunmount() {\n\t\tthis.projection && this.projection.unmount();\n\t\tcancelFrame(this.notifyUpdate);\n\t\tcancelFrame(this.render);\n\t\tthis.valueSubscriptions.forEach((remove) => remove());\n\t\tthis.valueSubscriptions.clear();\n\t\tthis.removeFromVariantTree && this.removeFromVariantTree();\n\t\tthis.parent?.removeChild(this);\n\t\tfor (const key in this.events) this.events[key].clear();\n\t\tfor (const key in this.features) {\n\t\t\tconst feature = this.features[key];\n\t\t\tif (feature) {\n\t\t\t\tfeature.unmount();\n\t\t\t\tfeature.isMounted = false;\n\t\t\t}\n\t\t}\n\t\tthis.current = null;\n\t}\n\taddChild(child) {\n\t\tthis.children.add(child);\n\t\tthis.enteringChildren ?? (this.enteringChildren = /* @__PURE__ */ new Set());\n\t\tthis.enteringChildren.add(child);\n\t}\n\tremoveChild(child) {\n\t\tthis.children.delete(child);\n\t\tthis.enteringChildren && this.enteringChildren.delete(child);\n\t}\n\tbindToMotionValue(key, value) {\n\t\tif (this.valueSubscriptions.has(key)) this.valueSubscriptions.get(key)();\n\t\tif (value.accelerate && acceleratedValues.has(key) && this.current instanceof HTMLElement) {\n\t\t\tconst { factory, keyframes, times, ease, duration } = value.accelerate;\n\t\t\tconst animation = new NativeAnimation({\n\t\t\t\telement: this.current,\n\t\t\t\tname: key,\n\t\t\t\tkeyframes,\n\t\t\t\ttimes,\n\t\t\t\tease,\n\t\t\t\tduration: secondsToMilliseconds(duration)\n\t\t\t});\n\t\t\tconst cleanup = factory(animation);\n\t\t\tthis.valueSubscriptions.set(key, () => {\n\t\t\t\tcleanup();\n\t\t\t\tanimation.cancel();\n\t\t\t});\n\t\t\treturn;\n\t\t}\n\t\tconst valueIsTransform = transformProps.has(key);\n\t\tif (valueIsTransform && this.onBindTransform) this.onBindTransform();\n\t\tconst removeOnChange = value.on(\"change\", (latestValue) => {\n\t\t\tthis.latestValues[key] = latestValue;\n\t\t\tthis.props.onUpdate && frame.preRender(this.notifyUpdate);\n\t\t\tif (valueIsTransform && this.projection) this.projection.isTransformDirty = true;\n\t\t\tthis.scheduleRender();\n\t\t});\n\t\tlet removeSyncCheck;\n\t\tif (typeof window !== \"undefined\" && window.MotionCheckAppearSync) removeSyncCheck = window.MotionCheckAppearSync(this, key, value);\n\t\tthis.valueSubscriptions.set(key, () => {\n\t\t\tremoveOnChange();\n\t\t\tif (removeSyncCheck) removeSyncCheck();\n\t\t});\n\t}\n\tsortNodePosition(other) {\n\t\t/**\n\t\t* If either node isn't mounted, or they aren't even of the same type,\n\t\t* we can't compare their document order.\n\t\t*/\n\t\tif (!this.current || !other.current || !this.sortInstanceNodePosition || this.type !== other.type) return 0;\n\t\treturn this.sortInstanceNodePosition(this.current, other.current);\n\t}\n\tupdateFeatures() {\n\t\tlet key = \"animation\";\n\t\tfor (key in featureDefinitions) {\n\t\t\tconst featureDefinition = featureDefinitions[key];\n\t\t\tif (!featureDefinition) continue;\n\t\t\tconst { isEnabled, Feature: FeatureConstructor } = featureDefinition;\n\t\t\t/**\n\t\t\t* If this feature is enabled but not active, make a new instance.\n\t\t\t*/\n\t\t\tif (!this.features[key] && FeatureConstructor && isEnabled(this.props)) this.features[key] = new FeatureConstructor(this);\n\t\t\t/**\n\t\t\t* If we have a feature, mount or update it.\n\t\t\t*/\n\t\t\tif (this.features[key]) {\n\t\t\t\tconst feature = this.features[key];\n\t\t\t\tif (feature.isMounted) feature.update();\n\t\t\t\telse {\n\t\t\t\t\tfeature.mount();\n\t\t\t\t\tfeature.isMounted = true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\ttriggerBuild() {\n\t\tthis.build(this.renderState, this.latestValues, this.props);\n\t}\n\t/**\n\t* Measure the current viewport box with or without transforms.\n\t* Only measures axis-aligned boxes, rotate and skew must be manually\n\t* removed with a re-render to work.\n\t*/\n\tmeasureViewportBox() {\n\t\treturn this.current ? this.measureInstanceViewportBox(this.current, this.props) : createBox();\n\t}\n\tgetStaticValue(key) {\n\t\treturn this.latestValues[key];\n\t}\n\tsetStaticValue(key, value) {\n\t\tthis.latestValues[key] = value;\n\t}\n\t/**\n\t* Update the provided props. Ensure any newly-added motion values are\n\t* added to our map, old ones removed, and listeners updated.\n\t*/\n\tupdate(props, presenceContext) {\n\t\tif (props.transformTemplate || this.props.transformTemplate) this.scheduleRender();\n\t\tthis.prevProps = this.props;\n\t\tthis.props = props;\n\t\tthis.prevPresenceContext = this.presenceContext;\n\t\tthis.presenceContext = presenceContext;\n\t\t/**\n\t\t* Update prop event handlers ie onAnimationStart, onAnimationComplete\n\t\t*/\n\t\tfor (let i = 0; i < propEventHandlers.length; i++) {\n\t\t\tconst key = propEventHandlers[i];\n\t\t\tif (this.propEventSubscriptions[key]) {\n\t\t\t\tthis.propEventSubscriptions[key]();\n\t\t\t\tdelete this.propEventSubscriptions[key];\n\t\t\t}\n\t\t\tconst listener = props[\"on\" + key];\n\t\t\tif (listener) this.propEventSubscriptions[key] = this.on(key, listener);\n\t\t}\n\t\tthis.prevMotionValues = updateMotionValuesFromProps(this, this.scrapeMotionValuesFromProps(props, this.prevProps || {}, this), this.prevMotionValues);\n\t\tif (this.handleChildMotionValue) this.handleChildMotionValue();\n\t}\n\tgetProps() {\n\t\treturn this.props;\n\t}\n\t/**\n\t* Returns the variant definition with a given name.\n\t*/\n\tgetVariant(name) {\n\t\treturn this.props.variants ? this.props.variants[name] : void 0;\n\t}\n\t/**\n\t* Returns the defined default transition on this component.\n\t*/\n\tgetDefaultTransition() {\n\t\treturn this.props.transition;\n\t}\n\tgetTransformPagePoint() {\n\t\treturn this.props.transformPagePoint;\n\t}\n\t/**\n\t* Add a motion value and bind it to this visual element.\n\t*/\n\taddValue(key, value) {\n\t\tconst existingValue = this.values.get(key);\n\t\tif (value !== existingValue) {\n\t\t\tif (existingValue) this.removeValue(key);\n\t\t\tthis.bindToMotionValue(key, value);\n\t\t\tthis.values.set(key, value);\n\t\t\t/**\n\t\t\t* An animated value with no base value is undefined until the\n\t\t\t* keyframe resolver reads its origin. Rendering it before then\n\t\t\t* writes an invalid placeholder (e.g. points=\"undefined\") that\n\t\t\t* the resolver can read back from the DOM as the origin.\n\t\t\t*/\n\t\t\tconst latest = value.get();\n\t\t\tif (latest !== void 0) this.latestValues[key] = latest;\n\t\t}\n\t}\n\t/**\n\t* Remove a motion value and unbind any active subscriptions.\n\t*/\n\tremoveValue(key) {\n\t\tthis.values.delete(key);\n\t\tconst unsubscribe = this.valueSubscriptions.get(key);\n\t\tif (unsubscribe) {\n\t\t\tunsubscribe();\n\t\t\tthis.valueSubscriptions.delete(key);\n\t\t}\n\t\tdelete this.latestValues[key];\n\t\tthis.removeValueFromRenderState(key, this.renderState);\n\t}\n\t/**\n\t* Check whether we have a motion value for this key\n\t*/\n\thasValue(key) {\n\t\treturn this.values.has(key);\n\t}\n\tgetValue(key, defaultValue) {\n\t\tif (this.props.values && this.props.values[key]) return this.props.values[key];\n\t\tlet value = this.values.get(key);\n\t\tif (value === void 0 && defaultValue !== void 0) {\n\t\t\tvalue = motionValue(defaultValue ?? this.getDefaultValue?.(key), { owner: this });\n\t\t\tthis.addValue(key, value);\n\t\t}\n\t\treturn value;\n\t}\n\t/**\n\t* If we're trying to animate to a previously unencountered value,\n\t* we need to check for it in our state and as a last resort read it\n\t* directly from the instance (which might have performance implications).\n\t*/\n\treadValue(key, target) {\n\t\tlet value = this.latestValues[key] !== void 0 || !this.current ? this.latestValues[key] : this.getBaseTargetFromProps(this.props, key) ?? this.readValueFromInstance(this.current, key, this.options);\n\t\tif (value !== void 0 && value !== null) {\n\t\t\tif (typeof value === \"string\" && (isNumericalString(value) || isZeroValueString(value))) value = parseFloat(value);\n\t\t\telse if (typeof value !== \"number\" && !complex.test(value) && complex.test(target)) value = getAnimatableNone(key, target);\n\t\t\tthis.setBaseTarget(key, isMotionValue(value) ? value.get() : value);\n\t\t}\n\t\treturn isMotionValue(value) ? value.get() : value;\n\t}\n\t/**\n\t* Set the base target to later animate back to. This is currently\n\t* only hydrated on creation and when we first read a value.\n\t*/\n\tsetBaseTarget(key, value) {\n\t\tthis.baseTarget[key] = value;\n\t}\n\ton(eventName, callback) {\n\t\tif (!this.events[eventName]) this.events[eventName] = new SubscriptionManager();\n\t\treturn this.events[eventName].add(callback);\n\t}\n\tnotify(eventName, ...args) {\n\t\tif (this.events[eventName]) this.events[eventName].notify(...args);\n\t}\n\tscheduleRenderMicrotask() {\n\t\tmicrotask.render(this.render);\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/dom/DOMVisualElement.mjs\nvar DOMVisualElement = class extends VisualElement {\n\tconstructor() {\n\t\tsuper(...arguments);\n\t\tthis.KeyframeResolver = DOMKeyframesResolver;\n\t}\n\tsortInstanceNodePosition(a, b) {\n\t\t/**\n\t\t* compareDocumentPosition returns a bitmask, by using the bitwise &\n\t\t* we're returning true if 2 in that bitmask is set to true. 2 is set\n\t\t* to true if b precedes a.\n\t\t*/\n\t\treturn a.compareDocumentPosition(b) & 2 ? 1 : -1;\n\t}\n\tgetBaseTargetFromProps(props, key) {\n\t\tconst style = props.style;\n\t\treturn style ? style[key] : void 0;\n\t}\n\tremoveValueFromRenderState(key, { vars, style }) {\n\t\tdelete vars[key];\n\t\tdelete style[key];\n\t}\n\thandleChildMotionValue() {\n\t\tif (this.childSubscription) {\n\t\t\tthis.childSubscription();\n\t\t\tdelete this.childSubscription;\n\t\t}\n\t\tconst { children } = this.props;\n\t\tif (isMotionValue(children)) this.childSubscription = children.on(\"change\", (latest) => {\n\t\t\tif (this.current) this.current.textContent = `${latest}`;\n\t\t});\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/Feature.mjs\n/**\n* Feature base class for extending VisualElement functionality.\n* Features are plugins that can be mounted/unmounted to add behavior\n* like gestures, animations, or layout tracking.\n*/\nvar Feature = class {\n\tconstructor(node) {\n\t\tthis.isMounted = false;\n\t\tthis.node = node;\n\t}\n\tupdate() {}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/html/utils/render.mjs\nfunction renderHTML(element, { style, vars }, styleProp, projection) {\n\tconst elementStyle = element.style;\n\tlet key;\n\tfor (key in style) elementStyle[key] = style[key];\n\tprojection?.applyProjectionStyles(elementStyle, styleProp);\n\tfor (key in vars) elementStyle.setProperty(key, vars[key]);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/styles/scale-correction.mjs\nconst scaleCorrectors = {};\nfunction addScaleCorrector(correctors) {\n\tfor (const key in correctors) {\n\t\tscaleCorrectors[key] = correctors[key];\n\t\tif (isCSSVariableName(key)) scaleCorrectors[key].isCSSVariable = true;\n\t}\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/is-forced-motion-value.mjs\nfunction isForcedMotionValue(key, { layout, layoutId }) {\n\treturn transformProps.has(key) || key.startsWith(\"origin\") || (layout || layoutId !== void 0) && (!!scaleCorrectors[key] || key === \"opacity\");\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/html/utils/scrape-motion-values.mjs\nfunction scrapeMotionValuesFromProps$1(props, prevProps, visualElement) {\n\tconst style = props.style;\n\tconst prevStyle = prevProps?.style;\n\tconst newValues = {};\n\tif (!style) return newValues;\n\tfor (const key in style) if (isMotionValue(style[key]) || prevStyle && isMotionValue(prevStyle[key]) || isForcedMotionValue(key, props) || visualElement?.getValue(key)?.liveStyle !== void 0) newValues[key] = style[key];\n\treturn newValues;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/html/HTMLVisualElement.mjs\nfunction getComputedStyle$1(element) {\n\treturn window.getComputedStyle(element);\n}\nvar HTMLVisualElement = class extends DOMVisualElement {\n\tconstructor() {\n\t\tsuper(...arguments);\n\t\tthis.type = \"html\";\n\t\tthis.renderInstance = renderHTML;\n\t}\n\tmount(instance) {\n\t\t/**\n\t\t* If a custom component forwards its ref to something other than a\n\t\t* HTML/SVG element (a class instance, an imperative handle) there's\n\t\t* nothing for Motion to style, measure or attach gestures to. #2777\n\t\t*/\n\t\tinvariant(Boolean(instance.style), \"motion.create() components must forward their ref to a HTML or SVG element\", \"custom-component-ref\");\n\t\tsuper.mount(instance);\n\t}\n\treadValueFromInstance(instance, key) {\n\t\tif (transformProps.has(key)) return this.projection?.isProjecting ? defaultTransformValue(key) : readTransformValue(instance, key);\n\t\telse {\n\t\t\tconst computedStyle = getComputedStyle$1(instance);\n\t\t\tconst value = (isCSSVariableName(key) ? computedStyle.getPropertyValue(key) : computedStyle[key]) || 0;\n\t\t\treturn typeof value === \"string\" ? value.trim() : value;\n\t\t}\n\t}\n\tmeasureInstanceViewportBox(instance, { transformPagePoint }) {\n\t\treturn measureViewportBox(instance, transformPagePoint);\n\t}\n\tbuild(renderState, latestValues, props) {\n\t\tbuildHTMLStyles(renderState, latestValues, props.transformTemplate);\n\t}\n\tscrapeMotionValuesFromProps(props, prevProps, visualElement) {\n\t\treturn scrapeMotionValuesFromProps$1(props, prevProps, visualElement);\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/object/ObjectVisualElement.mjs\nfunction isObjectKey(key, object) {\n\treturn key in object;\n}\nvar ObjectVisualElement = class extends VisualElement {\n\tconstructor() {\n\t\tsuper(...arguments);\n\t\tthis.type = \"object\";\n\t}\n\treadValueFromInstance(instance, key) {\n\t\tif (isObjectKey(key, instance)) {\n\t\t\tconst value = instance[key];\n\t\t\tif (typeof value === \"string\" || typeof value === \"number\") return value;\n\t\t}\n\t}\n\tgetBaseTargetFromProps() {}\n\tremoveValueFromRenderState(key, renderState) {\n\t\tdelete renderState.output[key];\n\t}\n\tmeasureInstanceViewportBox() {\n\t\treturn createBox();\n\t}\n\tbuild(renderState, latestValues) {\n\t\tObject.assign(renderState.output, latestValues);\n\t}\n\trenderInstance(instance, { output }) {\n\t\tObject.assign(instance, output);\n\t}\n\tsortInstanceNodePosition() {\n\t\treturn 0;\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/svg/utils/camel-case-attrs.mjs\n/**\n* A set of attribute names that are always read/written as camel case.\n*/\nconst camelCaseAttributes = /* @__PURE__ */ new Set([\n\t\"baseFrequency\",\n\t\"diffuseConstant\",\n\t\"kernelMatrix\",\n\t\"kernelUnitLength\",\n\t\"keySplines\",\n\t\"keyTimes\",\n\t\"limitingConeAngle\",\n\t\"markerHeight\",\n\t\"markerWidth\",\n\t\"numOctaves\",\n\t\"targetX\",\n\t\"targetY\",\n\t\"surfaceScale\",\n\t\"specularConstant\",\n\t\"specularExponent\",\n\t\"stdDeviation\",\n\t\"tableValues\",\n\t\"viewBox\",\n\t\"gradientTransform\",\n\t\"pathLength\",\n\t\"startOffset\",\n\t\"textLength\",\n\t\"lengthAdjust\"\n]);\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/svg/utils/is-svg-tag.mjs\nconst isSVGTag = (tag) => typeof tag === \"string\" && tag.toLowerCase() === \"svg\";\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/svg/utils/render.mjs\nfunction renderSVG(element, renderState, _styleProp, projection) {\n\trenderHTML(element, renderState, void 0, projection);\n\tfor (const key in renderState.attrs) element.setAttribute(!camelCaseAttributes.has(key) ? camelToDash(key) : key, renderState.attrs[key]);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/svg/utils/scrape-motion-values.mjs\nfunction scrapeMotionValuesFromProps(props, prevProps, visualElement) {\n\tconst newValues = scrapeMotionValuesFromProps$1(props, prevProps, visualElement);\n\tfor (const key in props) if (isMotionValue(props[key]) || isMotionValue(prevProps[key])) {\n\t\tconst targetKey = transformPropOrder.indexOf(key) !== -1 ? \"attr\" + key.charAt(0).toUpperCase() + key.substring(1) : key;\n\t\tnewValues[targetKey] = props[key];\n\t}\n\treturn newValues;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/svg/SVGVisualElement.mjs\nvar SVGVisualElement = class extends DOMVisualElement {\n\tconstructor() {\n\t\tsuper(...arguments);\n\t\tthis.type = \"svg\";\n\t\tthis.isSVGTag = false;\n\t\tthis.measureInstanceViewportBox = createBox;\n\t}\n\tgetBaseTargetFromProps(props, key) {\n\t\t/**\n\t\t* An independent transform's base is never an attribute of the same\n\t\t* name, e.g. <rect x> is a position, not a translate. Like HTML it\n\t\t* comes from style, falling back to the transform's default.\n\t\t*/\n\t\treturn transformProps.has(key) ? super.getBaseTargetFromProps(props, key) ?? defaultTransformValue(key) : props[key];\n\t}\n\t/**\n\t* An independent transform's origin is never read from the DOM, so it\n\t* starts from its latest or default value and renders on mount.\n\t*/\n\tgetDefaultValue(key) {\n\t\treturn transformProps.has(key) ? this.latestValues[key] ?? defaultTransformValue(key) : void 0;\n\t}\n\treadValueFromInstance(instance, key) {\n\t\tif (transformProps.has(key)) {\n\t\t\tconst defaultType = getDefaultValueType(key);\n\t\t\treturn defaultType ? defaultType.default || 0 : 0;\n\t\t}\n\t\tif (cssStyleProperties.includes(key)) {\n\t\t\tconst value = getComputedStyle(instance)[key];\n\t\t\tif (typeof value === \"string\" && value) return value.trim();\n\t\t}\n\t\tkey = !camelCaseAttributes.has(key) ? camelToDash(key) : key;\n\t\treturn instance.getAttribute(key);\n\t}\n\tscrapeMotionValuesFromProps(props, prevProps, visualElement) {\n\t\treturn scrapeMotionValuesFromProps(props, prevProps, visualElement);\n\t}\n\tbuild(renderState, latestValues, props) {\n\t\tbuildSVGAttrs(renderState, latestValues, this.isSVGTag, props.transformTemplate, props.style);\n\t}\n\trenderInstance(instance, renderState, styleProp, projection) {\n\t\trenderSVG(instance, renderState, styleProp, projection);\n\t}\n\tmount(instance) {\n\t\tthis.isSVGTag = isSVGTag(instance.tagName);\n\t\tsuper.mount(instance);\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/shallow-compare.mjs\nfunction shallowCompare(next, prev) {\n\tif (!Array.isArray(prev)) return false;\n\tconst prevLength = prev.length;\n\tif (prevLength !== next.length) return false;\n\tfor (let i = 0; i < prevLength; i++) if (prev[i] !== next[i]) return false;\n\treturn true;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/animation-state.mjs\nconst reversePriorityOrder = [...variantPriorityOrder].reverse();\n/**\n* Diffs the element's animation props (one layer per AnimationType, highest\n* priority wins each value) against the previous call and starts animations\n* for what changed.\n*\n* Uses `any` type for visualElement to avoid circular dependencies. It reads\n* props, parent, presenceContext, variantChildren, enteringChildren,\n* manuallyAnimateOnMount, blockInitialAnimation, getValue(),\n* getBaseTargetFromProps(), baseTarget and initialValues.\n*/\nfunction createAnimationState(visualElement) {\n\tlet animate = (animations) => Promise.all(animations.map(({ animation, options }) => animateVisualElement(visualElement, animation, options)));\n\tlet state = createState();\n\tlet isInitialRender = true;\n\t/**\n\t* After a reset (StrictMode, Suspense, AnimatePresence re-entry) the next\n\t* animateChanges() mounts again, but initial={false} no longer applies.\n\t*/\n\tlet wasReset = false;\n\tfunction animateChanges(changedActiveType) {\n\t\tconst { props, parent, manuallyAnimateOnMount } = visualElement;\n\t\tconst isMounting = isInitialRender || wasReset;\n\t\tconst animations = [];\n\t\t/**\n\t\t* Values removed from a type. A lower-priority type that defines\n\t\t* them animates them back, otherwise they fall back to a base target.\n\t\t*/\n\t\tconst removedKeys = /* @__PURE__ */ new Set();\n\t\t/**\n\t\t* Values claimed by active, higher-priority types.\n\t\t*/\n\t\tlet encounteredKeys = {};\n\t\t/**\n\t\t* Once a type has been deactivated, lower-priority variant labels\n\t\t* re-animate so variant children animate back too.\n\t\t*/\n\t\tlet removedVariantIndex = Infinity;\n\t\t/**\n\t\t* Variant labels are inherited from the closest variant-controlling\n\t\t* ancestor, unless an element on the way has inherit={false}.\n\t\t*/\n\t\tlet source = visualElement;\n\t\tdo\n\t\t\tsource = source.props.inherit !== false && source.parent;\n\t\twhile (source && !source.isControllingVariants);\n\t\treversePriorityOrder.forEach((type, i) => {\n\t\t\tconst typeState = state[type];\n\t\t\tconst ownProp = props[type];\n\t\t\tconst inheritedProp = source && source.props[type];\n\t\t\tconst prop = ownProp !== void 0 ? ownProp : isVariantLabel(inheritedProp) || inheritedProp === false ? inheritedProp : void 0;\n\t\t\tconst propIsVariant = isVariantLabel(prop);\n\t\t\tconst activeDelta = type === changedActiveType ? typeState.isActive : null;\n\t\t\tif (activeDelta === false) removedVariantIndex = i;\n\t\t\t/**\n\t\t\t* Inherited labels are animated by the parent through\n\t\t\t* variantChildren, unless this element mounted after its parent.\n\t\t\t*/\n\t\t\tconst isInherited = propIsVariant && ownProp === void 0 && !(isMounting && manuallyAnimateOnMount);\n\t\t\ttypeState.protectedKeys = { ...encounteredKeys };\n\t\t\tif (!typeState.isActive && activeDelta === null || !prop && !typeState.prevProp || isAnimationControls(prop) || typeof prop === \"boolean\") return;\n\t\t\t/**\n\t\t\t* Don't re-resolve a running exit: a changed custom would start\n\t\t\t* new value animations that stop the originals, leaving the exit\n\t\t\t* promise unresolved and the element stuck in the DOM.\n\t\t\t*/\n\t\t\tif (type === \"exit\" && typeState.isActive && activeDelta !== true) {\n\t\t\t\tencounteredKeys = {\n\t\t\t\t\t...encounteredKeys,\n\t\t\t\t\t...typeState.prevResolvedValues\n\t\t\t\t};\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tconst variantDidChange = checkVariantsDidChange(typeState.prevProp, prop);\n\t\t\tlet shouldAnimateType = variantDidChange || propIsVariant && (activeDelta && !isInherited || i > removedVariantIndex);\n\t\t\tlet handledRemovedValues = false;\n\t\t\tconst definitionList = Array.isArray(prop) ? prop : [prop];\n\t\t\tlet resolvedValues = {};\n\t\t\tif (activeDelta !== false) for (const definition of definitionList) {\n\t\t\t\tconst { transition, transitionEnd, ...target } = resolveVariant(visualElement, definition, getTypeCustom(visualElement, type)) || {};\n\t\t\t\tresolvedValues = {\n\t\t\t\t\t...resolvedValues,\n\t\t\t\t\t...target,\n\t\t\t\t\t...transitionEnd\n\t\t\t\t};\n\t\t\t}\n\t\t\tconst { prevResolvedValues } = typeState;\n\t\t\tfor (const key in {\n\t\t\t\t...prevResolvedValues,\n\t\t\t\t...resolvedValues\n\t\t\t}) {\n\t\t\t\tif (key in encounteredKeys) continue;\n\t\t\t\tconst next = resolvedValues[key];\n\t\t\t\tconst prev = prevResolvedValues[key];\n\t\t\t\t/**\n\t\t\t\t* Keyframes compare by value, but replay whenever the\n\t\t\t\t* variant label changed.\n\t\t\t\t*/\n\t\t\t\tconst valueHasChanged = Array.isArray(next) && Array.isArray(prev) ? !shallowCompare(next, prev) || variantDidChange : next !== prev;\n\t\t\t\tif (valueHasChanged && (next === void 0 || next === null)) removedKeys.add(key);\n\t\t\t\telse if (valueHasChanged || next !== void 0 && removedKeys.has(key)) {\n\t\t\t\t\tshouldAnimateType = true;\n\t\t\t\t\tif (removedKeys.delete(key)) handledRemovedValues = true;\n\t\t\t\t\ttypeState.needsAnimating[key] = true;\n\t\t\t\t\tconst motionValue = visualElement.getValue(key);\n\t\t\t\t\tif (motionValue) motionValue.liveStyle = false;\n\t\t\t\t} else typeState.protectedKeys[key] = true;\n\t\t\t}\n\t\t\ttypeState.prevProp = prop;\n\t\t\ttypeState.prevResolvedValues = resolvedValues;\n\t\t\tif (typeState.isActive) encounteredKeys = {\n\t\t\t\t...encounteredKeys,\n\t\t\t\t...resolvedValues\n\t\t\t};\n\t\t\tif (shouldAnimateType && (!(isInherited && variantDidChange) || handledRemovedValues)) for (const animation of definitionList) {\n\t\t\t\tconst options = { type };\n\t\t\t\t/**\n\t\t\t\t* Elements that mount into an already-mounted parent\n\t\t\t\t* animate themselves, staggered by the parent variant's\n\t\t\t\t* delayChildren.\n\t\t\t\t*/\n\t\t\t\tif (typeof animation === \"string\" && isMounting && manuallyAnimateOnMount && parent?.enteringChildren) {\n\t\t\t\t\tconst delayChildren = resolveVariant(parent, animation)?.transition?.delayChildren;\n\t\t\t\t\toptions.delay = calcChildStagger(parent.enteringChildren, visualElement, delayChildren);\n\t\t\t\t}\n\t\t\t\tanimations.push({\n\t\t\t\t\tanimation,\n\t\t\t\t\toptions\n\t\t\t\t});\n\t\t\t}\n\t\t});\n\t\t/**\n\t\t* Removed values that no lower-priority type defines animate back to\n\t\t* initial, then style, then the value as first read. If initial no\n\t\t* longer defines a value it once did, it stays where it is.\n\t\t*/\n\t\tif (removedKeys.size) {\n\t\t\tconst { initial } = props;\n\t\t\tconst fallbackAnimation = {};\n\t\t\tconst resolvedInitial = typeof initial !== \"boolean\" && resolveVariant(visualElement, Array.isArray(initial) ? initial[0] : initial, visualElement.presenceContext?.custom);\n\t\t\tif (resolvedInitial && resolvedInitial.transition) fallbackAnimation.transition = resolvedInitial.transition;\n\t\t\tremovedKeys.forEach((key) => {\n\t\t\t\tconst motionValue = visualElement.getValue(key);\n\t\t\t\tif (motionValue) motionValue.liveStyle = true;\n\t\t\t\tconst fromInitial = resolvedInitial && !Array.isArray(initial) ? resolvedInitial[key] : void 0;\n\t\t\t\tconst fromProps = visualElement.getBaseTargetFromProps(props, key);\n\t\t\t\tfallbackAnimation[key] = (fromInitial !== void 0 ? fromInitial : fromProps !== void 0 && !isMotionValue(fromProps) ? fromProps : visualElement.initialValues[key] === void 0 ? visualElement.baseTarget[key] : void 0) ?? null;\n\t\t\t});\n\t\t\tanimations.push({ animation: fallbackAnimation });\n\t\t}\n\t\tconst blockAnimation = isMounting && visualElement.blockInitialAnimation || isInitialRender && !manuallyAnimateOnMount && (props.initial === false || props.initial === props.animate);\n\t\tisInitialRender = wasReset = false;\n\t\treturn !blockAnimation && animations.length ? animate(animations) : Promise.resolve();\n\t}\n\t/**\n\t* Change whether a certain animation type is active.\n\t*/\n\tfunction setActive(type, isActive) {\n\t\tif (state[type].isActive === isActive) return Promise.resolve();\n\t\tvisualElement.variantChildren?.forEach((child) => child.animationState?.setActive(type, isActive));\n\t\tstate[type].isActive = isActive;\n\t\tconst animations = animateChanges(type);\n\t\tfor (const key in state) state[key].protectedKeys = {};\n\t\treturn animations;\n\t}\n\treturn {\n\t\tanimateChanges,\n\t\tsetActive,\n\t\t/**\n\t\t* Allows tests to inject a mocked animate function.\n\t\t* @internal\n\t\t*/\n\t\tsetAnimateFunction: (makeAnimator) => {\n\t\t\tanimate = makeAnimator(visualElement);\n\t\t},\n\t\tgetState: () => state,\n\t\treset: () => {\n\t\t\tstate = createState();\n\t\t\twasReset = true;\n\t\t}\n\t};\n}\nfunction checkVariantsDidChange(prev, next) {\n\tif (typeof next === \"string\") return next !== prev;\n\telse if (Array.isArray(next)) return !shallowCompare(next, prev);\n\treturn false;\n}\nfunction createState() {\n\tconst state = {};\n\tfor (const type of variantPriorityOrder) state[type] = {\n\t\tisActive: type === \"animate\",\n\t\tprotectedKeys: {},\n\t\tneedsAnimating: {},\n\t\tprevResolvedValues: {}\n\t};\n\treturn state;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/render/utils/get-variant-context.mjs\nconst numVariantProps = variantProps.length;\n/**\n* Get variant context from a visual element's parent chain.\n* Uses `any` type for visualElement to avoid circular dependencies.\n*/\nfunction getVariantContext(visualElement) {\n\tif (!visualElement) return void 0;\n\tif (!visualElement.isControllingVariants) {\n\t\tconst context = visualElement.parent ? getVariantContext(visualElement.parent) || {} : {};\n\t\tif (visualElement.props.initial !== void 0) context.initial = visualElement.props.initial;\n\t\treturn context;\n\t}\n\tconst context = {};\n\tfor (let i = 0; i < numVariantProps; i++) {\n\t\tconst name = variantProps[i];\n\t\tconst prop = visualElement.props[name];\n\t\tif (isVariantLabel(prop) || prop === false) context[name] = prop;\n\t}\n\treturn context;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/geometry/copy.mjs\n/**\n* Reset an axis to the provided origin box.\n*\n* This is a mutative operation.\n*/\nfunction copyAxisInto(axis, originAxis) {\n\taxis.min = originAxis.min;\n\taxis.max = originAxis.max;\n}\n/**\n* Reset a box to the provided origin box.\n*\n* This is a mutative operation.\n*/\nfunction copyBoxInto(box, originBox) {\n\tcopyAxisInto(box.x, originBox.x);\n\tcopyAxisInto(box.y, originBox.y);\n}\n/**\n* Reset a delta to the provided origin box.\n*\n* This is a mutative operation.\n*/\nfunction copyAxisDeltaInto(delta, originDelta) {\n\tdelta.translate = originDelta.translate;\n\tdelta.scale = originDelta.scale;\n\tdelta.originPoint = originDelta.originPoint;\n\tdelta.origin = originDelta.origin;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/geometry/delta-calc.mjs\nconst SCALE_MIN = .9999;\nconst SCALE_MAX = 1.0001;\nconst TRANSLATE_MIN = -.01;\nconst TRANSLATE_MAX = .01;\nfunction calcLength(axis) {\n\treturn axis.max - axis.min;\n}\nfunction isNear(value, target, maxDistance) {\n\treturn Math.abs(value - target) <= maxDistance;\n}\nfunction calcAxisDelta(delta, source, target, origin = .5) {\n\tdelta.origin = origin;\n\tdelta.originPoint = mixNumber$1(source.min, source.max, delta.origin);\n\tdelta.scale = calcLength(target) / calcLength(source);\n\tdelta.translate = mixNumber$1(target.min, target.max, delta.origin) - delta.originPoint;\n\tif (delta.scale >= SCALE_MIN && delta.scale <= SCALE_MAX || isNaN(delta.scale)) delta.scale = 1;\n\tif (delta.translate >= TRANSLATE_MIN && delta.translate <= TRANSLATE_MAX || isNaN(delta.translate)) delta.translate = 0;\n}\nfunction calcBoxDelta(delta, source, target, origin) {\n\tcalcAxisDelta(delta.x, source.x, target.x, origin ? origin.originX : void 0);\n\tcalcAxisDelta(delta.y, source.y, target.y, origin ? origin.originY : void 0);\n}\nfunction calcRelativeAxis(target, relative, parent, anchor = 0) {\n\ttarget.min = (anchor ? mixNumber$1(parent.min, parent.max, anchor) : parent.min) + relative.min;\n\ttarget.max = target.min + calcLength(relative);\n}\nfunction calcRelativeBox(target, relative, parent, anchor) {\n\tcalcRelativeAxis(target.x, relative.x, parent.x, anchor?.x);\n\tcalcRelativeAxis(target.y, relative.y, parent.y, anchor?.y);\n}\nfunction calcRelativeAxisPosition(target, layout, parent, anchor = 0) {\n\tconst anchorPoint = anchor ? mixNumber$1(parent.min, parent.max, anchor) : parent.min;\n\ttarget.min = layout.min - anchorPoint;\n\ttarget.max = target.min + calcLength(layout);\n}\nfunction calcRelativePosition(target, layout, parent, anchor) {\n\tcalcRelativeAxisPosition(target.x, layout.x, parent.x, anchor?.x);\n\tcalcRelativeAxisPosition(target.y, layout.y, parent.y, anchor?.y);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/geometry/delta-remove.mjs\n/**\n* Remove a delta from a point. This is essentially the steps of applyPointDelta in reverse\n*/\nfunction removePointDelta(point, translate, scale, originPoint, boxScale) {\n\tpoint -= translate;\n\tpoint = scalePoint(point, 1 / scale, originPoint);\n\tif (boxScale !== void 0) point = scalePoint(point, 1 / boxScale, originPoint);\n\treturn point;\n}\n/**\n* Remove a delta from an axis. This is essentially the steps of applyAxisDelta in reverse\n*/\nfunction removeAxisDelta(axis, translate = 0, scale = 1, origin = .5, boxScale, originAxis = axis, sourceAxis = axis) {\n\tif (percent.test(translate)) {\n\t\ttranslate = parseFloat(translate);\n\t\ttranslate = mixNumber$1(sourceAxis.min, sourceAxis.max, translate / 100) - sourceAxis.min;\n\t}\n\tif (typeof translate !== \"number\") return;\n\tlet originPoint = mixNumber$1(originAxis.min, originAxis.max, origin);\n\tif (axis === originAxis) originPoint -= translate;\n\taxis.min = removePointDelta(axis.min, translate, scale, originPoint, boxScale);\n\taxis.max = removePointDelta(axis.max, translate, scale, originPoint, boxScale);\n}\n/**\n* Remove a transforms from an axis. This is essentially the steps of applyAxisTransforms in reverse\n* and acts as a bridge between motion values and removeAxisDelta\n*/\nfunction removeAxisTransforms(axis, transforms, [key, scaleKey, originKey], origin, sourceAxis) {\n\tremoveAxisDelta(axis, transforms[key], transforms[scaleKey], transforms[originKey], transforms.scale, origin, sourceAxis);\n}\n/**\n* The names of the motion values we want to apply as translation, scale and origin.\n*/\nconst xKeys = [\n\t\"x\",\n\t\"scaleX\",\n\t\"originX\"\n];\nconst yKeys = [\n\t\"y\",\n\t\"scaleY\",\n\t\"originY\"\n];\n/**\n* Remove a transforms from an box. This is essentially the steps of applyAxisBox in reverse\n* and acts as a bridge between motion values and removeAxisDelta\n*/\nfunction removeBoxTransforms(box, transforms, originBox, sourceBox) {\n\tremoveAxisTransforms(box.x, transforms, xKeys, originBox ? originBox.x : void 0, sourceBox ? sourceBox.x : void 0);\n\tremoveAxisTransforms(box.y, transforms, yKeys, originBox ? originBox.y : void 0, sourceBox ? sourceBox.y : void 0);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/geometry/utils.mjs\nfunction isAxisDeltaZero(delta) {\n\treturn delta.translate === 0 && delta.scale === 1;\n}\nfunction isDeltaZero(delta) {\n\treturn isAxisDeltaZero(delta.x) && isAxisDeltaZero(delta.y);\n}\nfunction axisEquals(a, b) {\n\treturn a.min === b.min && a.max === b.max;\n}\nfunction boxEquals(a, b) {\n\treturn axisEquals(a.x, b.x) && axisEquals(a.y, b.y);\n}\nfunction axisEqualsRounded(a, b) {\n\treturn Math.round(a.min) === Math.round(b.min) && Math.round(a.max) === Math.round(b.max);\n}\nfunction boxEqualsRounded(a, b) {\n\treturn axisEqualsRounded(a.x, b.x) && axisEqualsRounded(a.y, b.y);\n}\nfunction aspectRatio(box) {\n\treturn calcLength(box.x) / calcLength(box.y);\n}\nfunction axisDeltaEquals(a, b) {\n\treturn a.translate === b.translate && a.scale === b.scale && a.originPoint === b.originPoint;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/utils/each-axis.mjs\nfunction eachAxis(callback) {\n\treturn [callback(\"x\"), callback(\"y\")];\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/styles/scale-border-radius.mjs\nfunction pixelsToPercent(pixels, axis) {\n\tif (axis.max === axis.min) return 0;\n\treturn pixels / (axis.max - axis.min) * 100;\n}\n/**\n* We always correct borderRadius as a percentage rather than pixels to reduce paints.\n* For example, if you are projecting a box that is 100px wide with a 10px borderRadius\n* into a box that is 200px wide with a 20px borderRadius, that is actually a 10%\n* borderRadius in both states. If we animate between the two in pixels that will trigger\n* a paint each time. If we animate between the two in percentage we'll avoid a paint.\n*/\nconst correctBorderRadius = { correct: (latest, node) => {\n\tif (!node.target) return latest;\n\t/**\n\t* If latest is a string, if it's a percentage we can return immediately as it's\n\t* going to be stretched appropriately. Otherwise, if it's a pixel, convert it to a number.\n\t*/\n\tif (typeof latest === \"string\") {\n\t\tif (px.test(latest)) latest = parseFloat(latest);\n\t\telse return latest;\n\t}\n\treturn `${pixelsToPercent(latest, node.target.x)}% ${pixelsToPercent(latest, node.target.y)}%`;\n} };\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/styles/scale-box-shadow.mjs\nconst correctBoxShadow = { correct: (latest, { treeScale, projectionDelta }) => {\n\tconst original = latest;\n\tconst shadow = complex.parse(latest);\n\tif (shadow.length > 5) return original;\n\tconst template = complex.createTransformer(latest);\n\tconst offset = typeof shadow[0] !== \"number\" ? 1 : 0;\n\tconst xScale = projectionDelta.x.scale * treeScale.x;\n\tconst yScale = projectionDelta.y.scale * treeScale.y;\n\tshadow[0 + offset] /= xScale;\n\tshadow[1 + offset] /= yScale;\n\t/**\n\t* Ideally we'd correct x and y scales individually, but because blur and\n\t* spread apply to both we have to take a scale average and apply that instead.\n\t* We could potentially improve the outcome of this by incorporating the ratio between\n\t* the two scales.\n\t*/\n\tconst averageScale = mixNumber$1(xScale, yScale, .5);\n\tif (typeof shadow[2 + offset] === \"number\") shadow[2 + offset] /= averageScale;\n\tif (typeof shadow[3 + offset] === \"number\") shadow[3 + offset] /= averageScale;\n\treturn template(shadow);\n} };\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/styles/transform.mjs\nfunction buildProjectionTransform(delta, treeScale, latestTransform) {\n\tlet transform = \"\";\n\t/**\n\t* The translations we use to calculate are always relative to the viewport coordinate space.\n\t* But when we apply scales, we also scale the coordinate space of an element and its children.\n\t* For instance if we have a treeScale (the culmination of all parent scales) of 0.5 and we need\n\t* to move an element 100 pixels, we actually need to move it 200 in within that scaled space.\n\t*/\n\tconst xTranslate = delta.x.translate / treeScale.x;\n\tconst yTranslate = delta.y.translate / treeScale.y;\n\tconst zTranslate = latestTransform?.z || 0;\n\tif (xTranslate || yTranslate || zTranslate) transform = `translate3d(${xTranslate}px, ${yTranslate}px, ${zTranslate}px) `;\n\t/**\n\t* Apply scale correction for the tree transform.\n\t* This will apply scale to the screen-orientated axes.\n\t*/\n\tif (treeScale.x !== 1 || treeScale.y !== 1) transform += `scale(${1 / treeScale.x}, ${1 / treeScale.y}) `;\n\tif (latestTransform) {\n\t\tconst { transformPerspective, rotate, pathRotation, rotateX, rotateY, skewX, skewY } = latestTransform;\n\t\tif (transformPerspective) transform = `perspective(${transformPerspective}px) ${transform}`;\n\t\tif (rotate) transform += `rotate(${rotate}deg) `;\n\t\tif (pathRotation) transform += `rotate(${pathRotation}deg) `;\n\t\tif (rotateX) transform += `rotateX(${rotateX}deg) `;\n\t\tif (rotateY) transform += `rotateY(${rotateY}deg) `;\n\t\tif (skewX) transform += `skewX(${skewX}deg) `;\n\t\tif (skewY) transform += `skewY(${skewY}deg) `;\n\t}\n\t/**\n\t* Apply scale to match the size of the element to the size we want it.\n\t* This will apply scale to the element-orientated axes.\n\t*/\n\tconst elementScaleX = delta.x.scale * treeScale.x;\n\tconst elementScaleY = delta.y.scale * treeScale.y;\n\tif (elementScaleX !== 1 || elementScaleY !== 1) transform += `scale(${elementScaleX}, ${elementScaleY})`;\n\treturn transform || \"none\";\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/animation/mix-values.mjs\nconst numBorders = cornerRadiusProps.length;\nconst isPx = (value) => typeof value === \"number\" || px.test(value);\nfunction mixValues(target, follow, lead, progress, shouldCrossfadeOpacity, isOnlyMember) {\n\tif (shouldCrossfadeOpacity) {\n\t\ttarget.opacity = mixNumber$1(0, lead.opacity ?? 1, easeCrossfadeIn(progress));\n\t\ttarget.opacityExit = mixNumber$1(follow.opacity ?? 1, 0, easeCrossfadeOut(progress));\n\t} else if (isOnlyMember) target.opacity = mixNumber$1(follow.opacity ?? 1, lead.opacity ?? 1, progress);\n\t/**\n\t* Mix border radius\n\t*/\n\tfor (let i = 0; i < numBorders; i++) {\n\t\tconst borderLabel = cornerRadiusProps[i];\n\t\tlet followRadius = getRadius(follow, borderLabel);\n\t\tlet leadRadius = getRadius(lead, borderLabel);\n\t\tif (followRadius === void 0 && leadRadius === void 0) continue;\n\t\tfollowRadius || (followRadius = 0);\n\t\tleadRadius || (leadRadius = 0);\n\t\tif (followRadius === 0 || leadRadius === 0 || isPx(followRadius) === isPx(leadRadius)) {\n\t\t\ttarget[borderLabel] = Math.max(mixNumber$1(asNumber(followRadius), asNumber(leadRadius), progress), 0);\n\t\t\tif (percent.test(leadRadius) || percent.test(followRadius)) target[borderLabel] += \"%\";\n\t\t} else target[borderLabel] = leadRadius;\n\t}\n\t/**\n\t* Mix rotation\n\t*/\n\tif (follow.rotate || lead.rotate) target.rotate = mixNumber$1(follow.rotate || 0, lead.rotate || 0, progress);\n}\nfunction getRadius(values, radiusName) {\n\treturn values[radiusName] !== void 0 ? values[radiusName] : values.borderRadius;\n}\nconst easeCrossfadeIn = /*@__PURE__*/ compress(0, .5, circOut);\nconst easeCrossfadeOut = /*@__PURE__*/ compress(.5, .95, noop);\nfunction compress(min, max, easing) {\n\treturn (p) => {\n\t\tif (p < min) return 0;\n\t\tif (p > max) return 1;\n\t\treturn easing(progress(min, max, p));\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/animation/animate/single-value.mjs\nfunction animateSingleValue(value, keyframes, options) {\n\tconst motionValue$1 = isMotionValue(value) ? value : motionValue(value);\n\tmotionValue$1.start(animateMotionValue(\"\", motionValue$1, keyframes, options));\n\treturn motionValue$1.animation;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/events/add-dom-event.mjs\nfunction addDomEvent(target, eventName, handler, options = { passive: true }) {\n\ttarget.addEventListener(eventName, handler, options);\n\treturn () => target.removeEventListener(eventName, handler, options);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/utils/compare-by-depth.mjs\nconst compareByDepth = (a, b) => a.depth - b.depth;\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/utils/flat-tree.mjs\nvar FlatTree = class {\n\tconstructor() {\n\t\tthis.children = [];\n\t\tthis.isDirty = false;\n\t}\n\tadd(child) {\n\t\taddUniqueItem(this.children, child);\n\t\tthis.isDirty = true;\n\t}\n\tremove(child) {\n\t\tremoveItem(this.children, child);\n\t\tthis.isDirty = true;\n\t}\n\tforEach(callback) {\n\t\tthis.isDirty && this.children.sort(compareByDepth);\n\t\tthis.isDirty = false;\n\t\tthis.children.forEach(callback);\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/utils/delay.mjs\n/**\n* Timeout defined in ms\n*/\nfunction delay(callback, timeout) {\n\tconst start = time.now();\n\tconst checkElapsed = ({ timestamp }) => {\n\t\tconst elapsed = timestamp - start;\n\t\tif (elapsed >= timeout) {\n\t\t\tcancelFrame(checkElapsed);\n\t\t\tcallback(elapsed - timeout);\n\t\t}\n\t};\n\tframe.setup(checkElapsed, true);\n\treturn () => cancelFrame(checkElapsed);\n}\nfunction delayInSeconds(callback, timeout) {\n\treturn delay(callback, secondsToMilliseconds(timeout));\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/value/utils/resolve-motion-value.mjs\n/**\n* If the provided value is a MotionValue, this returns the actual value, otherwise just the value itself\n*/\nfunction resolveMotionValue(value) {\n\treturn isMotionValue(value) ? value.get() : value;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/shared/stack.mjs\nvar NodeStack = class {\n\tconstructor() {\n\t\tthis.members = [];\n\t}\n\tadd(node) {\n\t\taddUniqueItem(this.members, node);\n\t\tfor (let i = this.members.length - 1; i >= 0; i--) {\n\t\t\tconst member = this.members[i];\n\t\t\tif (member === node || member === this.lead || member === this.prevLead) continue;\n\t\t\tconst inst = member.instance;\n\t\t\tif ((!inst || inst.isConnected === false) && !member.snapshot) {\n\t\t\t\tremoveItem(this.members, member);\n\t\t\t\tmember.unmount();\n\t\t\t}\n\t\t}\n\t\tnode.scheduleRender();\n\t}\n\tremove(node) {\n\t\tremoveItem(this.members, node);\n\t\tif (node === this.prevLead) this.prevLead = void 0;\n\t\tif (node === this.lead) {\n\t\t\tconst prevLead = this.members[this.members.length - 1];\n\t\t\tif (prevLead) this.promote(prevLead);\n\t\t}\n\t}\n\trelegate(node) {\n\t\tfor (let i = this.members.indexOf(node) - 1; i >= 0; i--) {\n\t\t\tconst member = this.members[i];\n\t\t\tif (member.isPresent !== false && member.instance?.isConnected !== false) {\n\t\t\t\tthis.promote(member);\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n\tpromote(node, preserveFollowOpacity) {\n\t\tconst prevLead = this.lead;\n\t\tif (node === prevLead) return;\n\t\tthis.prevLead = prevLead;\n\t\tthis.lead = node;\n\t\tnode.show();\n\t\tif (prevLead) {\n\t\t\tprevLead.updateSnapshot();\n\t\t\tnode.scheduleRender();\n\t\t\tconst { layoutDependency: prevDep } = prevLead.options;\n\t\t\tconst { layoutDependency: nextDep } = node.options;\n\t\t\tif (prevDep === void 0 || prevDep !== nextDep) {\n\t\t\t\tnode.resumeFrom = prevLead;\n\t\t\t\tif (preserveFollowOpacity) prevLead.preserveOpacity = true;\n\t\t\t\tif (prevLead.snapshot) {\n\t\t\t\t\tnode.snapshot = prevLead.snapshot;\n\t\t\t\t\tnode.snapshot.latestValues = prevLead.animationValues || prevLead.latestValues;\n\t\t\t\t}\n\t\t\t\tif (node.root?.isUpdating) node.isLayoutDirty = true;\n\t\t\t}\n\t\t\tif (node.options.crossfade === false) prevLead.hide();\n\t\t}\n\t}\n\texitAnimationComplete() {\n\t\tthis.members.forEach((member) => {\n\t\t\tmember.options.onExitComplete?.();\n\t\t\tmember.resumingFrom?.options.onExitComplete?.();\n\t\t});\n\t}\n\tscheduleRender() {\n\t\tthis.members.forEach((member) => member.instance && member.scheduleRender(false));\n\t}\n\tremoveLeadSnapshot() {\n\t\tif (this.lead?.snapshot) this.lead.snapshot = void 0;\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/styles/default-scale-correctors.mjs\nconst defaultScaleCorrectors = {\n\tborderRadius: {\n\t\t...correctBorderRadius,\n\t\tapplyTo: [...cornerRadiusProps]\n\t},\n\tborderTopLeftRadius: correctBorderRadius,\n\tborderTopRightRadius: correctBorderRadius,\n\tborderBottomLeftRadius: correctBorderRadius,\n\tborderBottomRightRadius: correctBorderRadius,\n\tboxShadow: correctBoxShadow\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/node/state.mjs\n/**\n* This should only ever be modified on the client otherwise it'll\n* persist through server requests. If we need instanced states we\n* could lazy-init via root.\n*/\nconst globalProjectionState = {\n\t/**\n\t* Global flag as to whether the tree has animated since the last time\n\t* we resized the window\n\t*/\n\thasAnimatedSinceResize: true,\n\t/**\n\t* We set this to true once, on the first update. Any nodes added to the tree beyond that\n\t* update will be given a `data-projection-id` attribute.\n\t*/\n\thasEverUpdated: false\n};\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/node/create-projection-node.mjs\n/**\n* Correctors registered via addScaleCorrector before projection loaded\n* (e.g. with an async LazyMotion bundle) take precedence over the defaults.\n*/\nObject.assign(scaleCorrectors, {\n\t...defaultScaleCorrectors,\n\t...scaleCorrectors\n});\nconst metrics = {\n\tnodes: 0,\n\tcalculatedTargetDeltas: 0,\n\tcalculatedProjections: 0\n};\nconst transformAxes = [\n\t\"\",\n\t\"X\",\n\t\"Y\",\n\t\"Z\"\n];\n/**\n* We use 1000 as the animation target as 0-1000 maps better to pixels than 0-1\n* which has a noticeable difference in spring animations\n*/\nconst animationTarget = 1e3;\nlet id$1 = 0;\nfunction resetDistortingTransform(key, visualElement, values, sharedAnimationValues) {\n\tconst { latestValues } = visualElement;\n\tif (latestValues[key]) {\n\t\tvalues[key] = latestValues[key];\n\t\tvisualElement.setStaticValue(key, 0);\n\t\tif (sharedAnimationValues) sharedAnimationValues[key] = 0;\n\t}\n}\nfunction cancelTreeOptimisedTransformAnimations(projectionNode) {\n\tprojectionNode.hasCheckedOptimisedAppear = true;\n\tif (projectionNode.root === projectionNode) return;\n\tconst { visualElement } = projectionNode.options;\n\tif (!visualElement) return;\n\tconst appearId = getOptimisedAppearId(visualElement);\n\tif (window.MotionHasOptimisedAnimation(appearId, \"transform\")) {\n\t\tconst { layout, layoutId } = projectionNode.options;\n\t\twindow.MotionCancelOptimisedAnimation(appearId, \"transform\", frame, !(layout || layoutId));\n\t}\n\tconst { parent } = projectionNode;\n\tif (parent && !parent.hasCheckedOptimisedAppear) cancelTreeOptimisedTransformAnimations(parent);\n}\nfunction createProjectionNode$1({ attachResizeListener, defaultParent, measureScroll, checkIsScrollRoot, resetTransform }) {\n\treturn class ProjectionNode {\n\t\tconstructor(latestValues = {}, parent = defaultParent?.()) {\n\t\t\t/**\n\t\t\t* A unique ID generated for every projection node.\n\t\t\t*/\n\t\t\tthis.id = id$1++;\n\t\t\t/**\n\t\t\t* An id that represents a unique session instigated by startUpdate.\n\t\t\t*/\n\t\t\tthis.animationId = 0;\n\t\t\tthis.animationCommitId = 0;\n\t\t\t/**\n\t\t\t* A Set containing all this component's children. This is used to iterate\n\t\t\t* through the children.\n\t\t\t*\n\t\t\t* TODO: This could be faster to iterate as a flat array stored on the root node.\n\t\t\t*/\n\t\t\tthis.children = /* @__PURE__ */ new Set();\n\t\t\t/**\n\t\t\t* Options for the node. We use this to configure what kind of layout animations\n\t\t\t* we should perform (if any).\n\t\t\t*/\n\t\t\tthis.options = {};\n\t\t\t/**\n\t\t\t* We use this to detect when its safe to shut down part of a projection tree.\n\t\t\t* We have to keep projecting children for scale correction and relative projection\n\t\t\t* until all their parents stop performing layout animations.\n\t\t\t*/\n\t\t\tthis.isTreeAnimating = false;\n\t\t\tthis.isAnimationBlocked = false;\n\t\t\t/**\n\t\t\t* Flag to true if we think this layout has been changed. We can't always know this,\n\t\t\t* currently we set it to true every time a component renders, or if it has a layoutDependency\n\t\t\t* if that has changed between renders. Additionally, components can be grouped by LayoutGroup\n\t\t\t* and if one node is dirtied, they all are.\n\t\t\t*/\n\t\t\tthis.isLayoutDirty = false;\n\t\t\t/**\n\t\t\t* Flag to true if we think the projection calculations for this node needs\n\t\t\t* recalculating as a result of an updated transform or layout animation.\n\t\t\t*/\n\t\t\tthis.isProjectionDirty = false;\n\t\t\t/**\n\t\t\t* Flag to true if the layout *or* transform has changed. This then gets propagated\n\t\t\t* throughout the projection tree, forcing any element below to recalculate on the next frame.\n\t\t\t*/\n\t\t\tthis.isSharedProjectionDirty = false;\n\t\t\t/**\n\t\t\t* Flag transform dirty. This gets propagated throughout the whole tree but is only\n\t\t\t* respected by shared nodes.\n\t\t\t*/\n\t\t\tthis.isTransformDirty = false;\n\t\t\t/**\n\t\t\t* Block layout updates for instant layout transitions throughout the tree.\n\t\t\t*/\n\t\t\tthis.updateManuallyBlocked = false;\n\t\t\tthis.updateBlockedByResize = false;\n\t\t\t/**\n\t\t\t* Set to true between the start of the first `willUpdate` call and the end of the `didUpdate`\n\t\t\t* call.\n\t\t\t*/\n\t\t\tthis.isUpdating = false;\n\t\t\t/**\n\t\t\t* If this is an SVG element we currently disable projection transforms\n\t\t\t*/\n\t\t\tthis.isSVG = false;\n\t\t\t/**\n\t\t\t* Flag to true (during promotion) if a node doing an instant layout transition needs to reset\n\t\t\t* its projection styles.\n\t\t\t*/\n\t\t\tthis.needsReset = false;\n\t\t\t/**\n\t\t\t* Flags whether this node should have its transform reset prior to measuring.\n\t\t\t*/\n\t\t\tthis.shouldResetTransform = false;\n\t\t\t/**\n\t\t\t* Store whether this node has been checked for optimised appear animations. As\n\t\t\t* effects fire bottom-up, and we want to look up the tree for appear animations,\n\t\t\t* this makes sure we only check each path once, stopping at nodes that\n\t\t\t* have already been checked.\n\t\t\t*/\n\t\t\tthis.hasCheckedOptimisedAppear = false;\n\t\t\t/**\n\t\t\t* An object representing the calculated contextual/accumulated/tree scale.\n\t\t\t* This will be used to scale calculated projection transforms, as these are\n\t\t\t* calculated in screen-space but need to be scaled for elements to visually\n\t\t\t* make it to their calculated destinations.\n\t\t\t*\n\t\t\t* TODO: Lazy-init\n\t\t\t*/\n\t\t\tthis.treeScale = {\n\t\t\t\tx: 1,\n\t\t\t\ty: 1\n\t\t\t};\n\t\t\t/**\n\t\t\t*\n\t\t\t*/\n\t\t\tthis.eventHandlers = /* @__PURE__ */ new Map();\n\t\t\tthis.hasTreeAnimated = false;\n\t\t\tthis.updateScheduled = false;\n\t\t\tthis.scheduleUpdate = () => this.update();\n\t\t\tthis.projectionUpdateScheduled = false;\n\t\t\tthis.checkUpdateFailed = () => {\n\t\t\t\tif (this.isUpdating) {\n\t\t\t\t\tthis.isUpdating = false;\n\t\t\t\t\tthis.clearAllSnapshots();\n\t\t\t\t}\n\t\t\t};\n\t\t\t/**\n\t\t\t* This is a multi-step process as shared nodes might be of different depths. Nodes\n\t\t\t* are sorted by depth order, so we need to resolve the entire tree before moving to\n\t\t\t* the next step.\n\t\t\t*/\n\t\t\tthis.updateProjection = () => {\n\t\t\t\tthis.projectionUpdateScheduled = false;\n\t\t\t\t/**\n\t\t\t\t* Reset debug counts. Manually resetting rather than creating a new\n\t\t\t\t* object each frame.\n\t\t\t\t*/\n\t\t\t\tif (statsBuffer.value) metrics.nodes = metrics.calculatedTargetDeltas = metrics.calculatedProjections = 0;\n\t\t\t\tthis.nodes.forEach(propagateDirtyNodes);\n\t\t\t\tthis.nodes.forEach(resolveTargetDelta);\n\t\t\t\tthis.nodes.forEach(calcProjection);\n\t\t\t\tthis.nodes.forEach(cleanDirtyNodes);\n\t\t\t\tif (statsBuffer.addProjectionMetrics) statsBuffer.addProjectionMetrics(metrics);\n\t\t\t};\n\t\t\t/**\n\t\t\t* Frame calculations\n\t\t\t*/\n\t\t\tthis.resolvedRelativeTargetAt = 0;\n\t\t\tthis.hasProjected = false;\n\t\t\tthis.isVisible = true;\n\t\t\tthis.animationProgress = 0;\n\t\t\t/**\n\t\t\t* Shared layout\n\t\t\t*/\n\t\t\tthis.sharedNodes = /* @__PURE__ */ new Map();\n\t\t\tthis.latestValues = latestValues;\n\t\t\tthis.root = parent ? parent.root || parent : this;\n\t\t\tthis.path = parent ? [...parent.path, parent] : [];\n\t\t\tthis.parent = parent;\n\t\t\tthis.depth = parent ? parent.depth + 1 : 0;\n\t\t\tfor (let i = 0; i < this.path.length; i++) this.path[i].shouldResetTransform = true;\n\t\t\tif (this.root === this) this.nodes = new FlatTree();\n\t\t}\n\t\taddEventListener(name, handler) {\n\t\t\tif (!this.eventHandlers.has(name)) this.eventHandlers.set(name, new SubscriptionManager());\n\t\t\treturn this.eventHandlers.get(name).add(handler);\n\t\t}\n\t\tnotifyListeners(name, ...args) {\n\t\t\tconst subscriptionManager = this.eventHandlers.get(name);\n\t\t\tsubscriptionManager && subscriptionManager.notify(...args);\n\t\t}\n\t\thasListeners(name) {\n\t\t\treturn this.eventHandlers.has(name);\n\t\t}\n\t\t/**\n\t\t* Lifecycles\n\t\t*/\n\t\tmount(instance) {\n\t\t\tif (this.instance) return;\n\t\t\tthis.isSVG = isSVGElement(instance) && !isSVGSVGElement(instance);\n\t\t\tthis.instance = instance;\n\t\t\tconst { layoutId, layout, visualElement } = this.options;\n\t\t\tif (visualElement && !visualElement.current) visualElement.mount(instance);\n\t\t\tthis.root.nodes.add(this);\n\t\t\tthis.parent && this.parent.children.add(this);\n\t\t\tif (this.root.hasTreeAnimated && (layout || layoutId)) this.isLayoutDirty = true;\n\t\t\tif (attachResizeListener) {\n\t\t\t\tlet cancelDelay;\n\t\t\t\tlet innerWidth = 0;\n\t\t\t\tconst resizeUnblockUpdate = () => this.root.updateBlockedByResize = false;\n\t\t\t\tframe.read(() => {\n\t\t\t\t\tinnerWidth = window.innerWidth;\n\t\t\t\t});\n\t\t\t\tattachResizeListener(instance, () => {\n\t\t\t\t\tconst newInnerWidth = window.innerWidth;\n\t\t\t\t\tif (newInnerWidth === innerWidth) return;\n\t\t\t\t\tinnerWidth = newInnerWidth;\n\t\t\t\t\tthis.root.updateBlockedByResize = true;\n\t\t\t\t\tcancelDelay && cancelDelay();\n\t\t\t\t\tcancelDelay = delay(resizeUnblockUpdate, 250);\n\t\t\t\t\tif (globalProjectionState.hasAnimatedSinceResize) {\n\t\t\t\t\t\tglobalProjectionState.hasAnimatedSinceResize = false;\n\t\t\t\t\t\tthis.nodes.forEach(finishAnimation);\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t}\n\t\t\tif (layoutId) this.root.registerSharedNode(layoutId, this);\n\t\t\tif (this.options.animate !== false && visualElement && (layoutId || layout)) this.addEventListener(\"didUpdate\", ({ delta, hasLayoutChanged, hasRelativeLayoutChanged, layout: newLayout }) => {\n\t\t\t\tif (this.isAnimationBlocked) {\n\t\t\t\t\tthis.target = void 0;\n\t\t\t\t\tthis.relativeTarget = void 0;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tconst layoutTransition = this.options.transition || visualElement.getDefaultTransition() || defaultLayoutTransition;\n\t\t\t\tconst { onLayoutAnimationStart, onLayoutAnimationComplete } = visualElement.getProps();\n\t\t\t\t/**\n\t\t\t\t* The target layout of the element might stay the same,\n\t\t\t\t* but its position relative to its parent has changed.\n\t\t\t\t*/\n\t\t\t\tconst hasTargetChanged = !this.targetLayout || !boxEqualsRounded(this.targetLayout, newLayout);\n\t\t\t\t/**\n\t\t\t\t* If the layout hasn't seemed to have changed, it might be that the\n\t\t\t\t* element is visually in the same place in the document but its position\n\t\t\t\t* relative to its parent has indeed changed. So here we check for that.\n\t\t\t\t*/\n\t\t\t\tconst hasOnlyRelativeTargetChanged = !hasLayoutChanged && hasRelativeLayoutChanged;\n\t\t\t\tif (this.options.layoutRoot || this.resumeFrom || hasOnlyRelativeTargetChanged || hasLayoutChanged && (hasTargetChanged || !this.currentAnimation)) {\n\t\t\t\t\tif (this.resumeFrom) {\n\t\t\t\t\t\tthis.resumingFrom = this.resumeFrom;\n\t\t\t\t\t\tthis.resumingFrom.resumingFrom = void 0;\n\t\t\t\t\t}\n\t\t\t\t\tconst animationOptions = {\n\t\t\t\t\t\t...getValueTransition$1(layoutTransition, \"layout\"),\n\t\t\t\t\t\tonPlay: onLayoutAnimationStart,\n\t\t\t\t\t\tonComplete: onLayoutAnimationComplete\n\t\t\t\t\t};\n\t\t\t\t\tif (visualElement.shouldReduceMotion || this.options.layoutRoot) {\n\t\t\t\t\t\tanimationOptions.delay = 0;\n\t\t\t\t\t\tanimationOptions.type = false;\n\t\t\t\t\t}\n\t\t\t\t\tthis.startAnimation(animationOptions);\n\t\t\t\t\t/**\n\t\t\t\t\t* Set animation origin after starting animation to avoid layout jump\n\t\t\t\t\t* caused by stopping previous layout animation\n\t\t\t\t\t*/\n\t\t\t\t\tthis.setAnimationOrigin(delta, hasOnlyRelativeTargetChanged, animationOptions.path);\n\t\t\t\t} else {\n\t\t\t\t\t/**\n\t\t\t\t\t* If the layout hasn't changed and we have an animation that hasn't started yet,\n\t\t\t\t\t* finish it immediately. Otherwise it will be animating from a location\n\t\t\t\t\t* that was probably never committed to screen and look like a jumpy box.\n\t\t\t\t\t*/\n\t\t\t\t\tif (!hasLayoutChanged) finishAnimation(this);\n\t\t\t\t\tif (this.isLead() && this.options.onExitComplete) this.options.onExitComplete();\n\t\t\t\t}\n\t\t\t\tthis.targetLayout = newLayout;\n\t\t\t});\n\t\t}\n\t\tunmount() {\n\t\t\tthis.options.layoutId && this.willUpdate();\n\t\t\tthis.root.nodes.remove(this);\n\t\t\tconst stack = this.getStack();\n\t\t\tstack && stack.remove(this);\n\t\t\tthis.parent && this.parent.children.delete(this);\n\t\t\tthis.instance = void 0;\n\t\t\tthis.eventHandlers.clear();\n\t\t\tcancelFrame(this.updateProjection);\n\t\t}\n\t\tblockUpdate() {\n\t\t\tthis.updateManuallyBlocked = true;\n\t\t}\n\t\tunblockUpdate() {\n\t\t\tthis.updateManuallyBlocked = false;\n\t\t}\n\t\tisUpdateBlocked() {\n\t\t\treturn this.updateManuallyBlocked || this.updateBlockedByResize;\n\t\t}\n\t\tstartUpdate() {\n\t\t\tif (this.isUpdateBlocked()) return;\n\t\t\tthis.isUpdating = true;\n\t\t\tthis.nodes && this.nodes.forEach(resetSkewAndRotation);\n\t\t\tthis.animationId++;\n\t\t}\n\t\tgetTransformTemplate() {\n\t\t\tconst { visualElement } = this.options;\n\t\t\treturn visualElement && visualElement.getProps().transformTemplate;\n\t\t}\n\t\twillUpdate(shouldNotifyListeners = true) {\n\t\t\tthis.root.hasTreeAnimated = true;\n\t\t\tif (this.root.isUpdateBlocked()) {\n\t\t\t\tthis.options.onExitComplete && this.options.onExitComplete();\n\t\t\t\treturn;\n\t\t\t}\n\t\t\t/**\n\t\t\t* If we're running optimised appear animations then these must be\n\t\t\t* cancelled before measuring the DOM. This is so we can measure\n\t\t\t* the true layout of the element rather than the WAAPI animation\n\t\t\t* which will be unaffected by the resetSkewAndRotate step.\n\t\t\t*\n\t\t\t* Note: This is a DOM write. Worst case scenario is this is sandwiched\n\t\t\t* between other snapshot reads which will cause unnecessary style recalculations.\n\t\t\t* This has to happen here though, as we don't yet know which nodes will need\n\t\t\t* snapshots in startUpdate(), but we only want to cancel optimised animations\n\t\t\t* if a layout animation measurement is actually going to be affected by them.\n\t\t\t*/\n\t\t\tif (window.MotionCancelOptimisedAnimation && !this.hasCheckedOptimisedAppear) cancelTreeOptimisedTransformAnimations(this);\n\t\t\t!this.root.isUpdating && this.root.startUpdate();\n\t\t\tif (this.isLayoutDirty) return;\n\t\t\tthis.isLayoutDirty = true;\n\t\t\tfor (let i = 0; i < this.path.length; i++) {\n\t\t\t\tconst node = this.path[i];\n\t\t\t\tnode.shouldResetTransform = true;\n\t\t\t\t/**\n\t\t\t\t* Percentage translates resolve against layoutBox dimensions,\n\t\t\t\t* so ancestors with them must be re-measured after transform reset.\n\t\t\t\t*/\n\t\t\t\tif (typeof node.latestValues.x === \"string\" || typeof node.latestValues.y === \"string\") node.isLayoutDirty = true;\n\t\t\t\tnode.updateScroll(\"snapshot\");\n\t\t\t\tif (node.options.layoutRoot) node.willUpdate(false);\n\t\t\t\t/**\n\t\t\t\t* Measure the nearest dragged ancestor before the DOM\n\t\t\t\t* changes, so this node can follow its layout change.\n\t\t\t\t*/\n\t\t\t\tif (node.isAnimationBlocked) {\n\t\t\t\t\tnode.dragSnapshot || (node.dragSnapshot = node.measure());\n\t\t\t\t\tthis.dragAncestor = node;\n\t\t\t\t}\n\t\t\t}\n\t\t\tconst { layoutId, layout } = this.options;\n\t\t\tif (layoutId === void 0 && !layout) return;\n\t\t\tconst transformTemplate = this.getTransformTemplate();\n\t\t\tthis.prevTransformTemplateValue = transformTemplate ? transformTemplate(this.latestValues, \"\") : void 0;\n\t\t\tthis.updateSnapshot();\n\t\t\tshouldNotifyListeners && this.notifyListeners(\"willUpdate\");\n\t\t}\n\t\tupdate() {\n\t\t\tthis.updateScheduled = false;\n\t\t\tif (this.isUpdateBlocked()) {\n\t\t\t\tconst wasBlockedByResize = this.updateBlockedByResize;\n\t\t\t\tthis.unblockUpdate();\n\t\t\t\tthis.updateBlockedByResize = false;\n\t\t\t\tthis.clearAllSnapshots();\n\t\t\t\t/**\n\t\t\t\t* When blocked by resize, still measure layouts so\n\t\t\t\t* callbacks like onLayoutMeasure fire (e.g. Reorder).\n\t\t\t\t* Skip notifyLayoutUpdate to prevent animations.\n\t\t\t\t*/\n\t\t\t\tif (wasBlockedByResize) this.nodes.forEach(forceLayoutMeasure);\n\t\t\t\tthis.nodes.forEach(clearMeasurements);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\t/**\n\t\t\t* If this is a repeat of didUpdate then ignore the animation.\n\t\t\t*/\n\t\t\tif (this.animationId <= this.animationCommitId) {\n\t\t\t\tthis.nodes.forEach(clearIsLayoutDirty);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.animationCommitId = this.animationId;\n\t\t\tif (!this.isUpdating) this.nodes.forEach(clearIsLayoutDirty);\n\t\t\telse {\n\t\t\t\tthis.isUpdating = false;\n\t\t\t\t/**\n\t\t\t\t* Ensure animation-blocked nodes (e.g. during drag)\n\t\t\t\t* get measured even when memoized (willUpdate skipped).\n\t\t\t\t*/\n\t\t\t\tthis.nodes.forEach(ensureDraggedNodesSnapshotted);\n\t\t\t\tthis.nodes.forEach(syncRelativeLayout);\n\t\t\t\t/**\n\t\t\t\t* Write\n\t\t\t\t*/\n\t\t\t\tthis.nodes.forEach(resetTransformStyle);\n\t\t\t\t/**\n\t\t\t\t* Read ==================\n\t\t\t\t*/\n\t\t\t\tthis.nodes.forEach(updateLayout);\n\t\t\t\t/**\n\t\t\t\t* Write\n\t\t\t\t*/\n\t\t\t\tthis.nodes.forEach(notifyLayoutUpdate);\n\t\t\t}\n\t\t\tthis.clearAllSnapshots();\n\t\t\t/**\n\t\t\t* Manually flush any pending updates. Ideally\n\t\t\t* we could leave this to the following requestAnimationFrame but this seems\n\t\t\t* to leave a flash of incorrectly styled content.\n\t\t\t*/\n\t\t\tconst now = time.now();\n\t\t\tframeData.delta = clamp(0, 1e3 / 60, now - frameData.timestamp);\n\t\t\tframeData.timestamp = now;\n\t\t\tframeData.isProcessing = true;\n\t\t\tframeSteps.update.process(frameData);\n\t\t\tframeSteps.preRender.process(frameData);\n\t\t\tframeSteps.render.process(frameData);\n\t\t\tframeData.isProcessing = false;\n\t\t}\n\t\tdidUpdate() {\n\t\t\tif (!this.updateScheduled) {\n\t\t\t\tthis.updateScheduled = true;\n\t\t\t\tmicrotask.read(this.scheduleUpdate);\n\t\t\t}\n\t\t}\n\t\tclearAllSnapshots() {\n\t\t\tthis.nodes.forEach(clearSnapshot);\n\t\t\tthis.sharedNodes.forEach(removeLeadSnapshots);\n\t\t}\n\t\tscheduleUpdateProjection() {\n\t\t\tif (!this.projectionUpdateScheduled) {\n\t\t\t\tthis.projectionUpdateScheduled = true;\n\t\t\t\tframe.preRender(this.updateProjection, false, true);\n\t\t\t}\n\t\t}\n\t\tscheduleCheckAfterUnmount() {\n\t\t\t/**\n\t\t\t* If the unmounting node is in a layoutGroup and did trigger a willUpdate,\n\t\t\t* we manually call didUpdate to give a chance to the siblings to animate.\n\t\t\t* Otherwise, cleanup all snapshots to prevents future nodes from reusing them.\n\t\t\t*/\n\t\t\tframe.postRender(() => {\n\t\t\t\tif (this.isLayoutDirty) this.root.didUpdate();\n\t\t\t\telse this.root.checkUpdateFailed();\n\t\t\t});\n\t\t}\n\t\t/**\n\t\t* Update measurements\n\t\t*/\n\t\tupdateSnapshot() {\n\t\t\tif (this.snapshot || !this.instance) return;\n\t\t\tthis.snapshot = this.measure();\n\t\t\tif (this.snapshot && !calcLength(this.snapshot.measuredBox.x) && !calcLength(this.snapshot.measuredBox.y)) this.snapshot = void 0;\n\t\t}\n\t\tupdateLayout() {\n\t\t\tif (!this.instance) return;\n\t\t\tthis.updateScroll();\n\t\t\tif (!(this.options.alwaysMeasureLayout && this.isLead()) && !this.isLayoutDirty) return;\n\t\t\t/**\n\t\t\t* When a node is mounted, it simply resumes from the prevLead's\n\t\t\t* snapshot instead of taking a new one, but the ancestors scroll\n\t\t\t* might have updated while the prevLead is unmounted. We need to\n\t\t\t* update the scroll again to make sure the layout we measure is\n\t\t\t* up to date.\n\t\t\t*/\n\t\t\tif (this.resumeFrom && !this.resumeFrom.instance) for (let i = 0; i < this.path.length; i++) this.path[i].updateScroll();\n\t\t\tconst prevLayout = this.layout;\n\t\t\tthis.layout = this.measure(false);\n\t\t\tif (!this.layoutCorrected) this.layoutCorrected = createBox();\n\t\t\tthis.isLayoutDirty = false;\n\t\t\tthis.projectionDelta = void 0;\n\t\t\tthis.notifyListeners(\"measure\", this.layout.layoutBox);\n\t\t\tconst { visualElement } = this.options;\n\t\t\tvisualElement && visualElement.notify(\"LayoutMeasure\", this.layout.layoutBox, prevLayout ? prevLayout.layoutBox : void 0);\n\t\t}\n\t\tupdateScroll(phase = \"measure\") {\n\t\t\tlet needsMeasurement = Boolean(this.options.layoutScroll && this.instance);\n\t\t\tif (this.scroll && this.scroll.animationId === this.root.animationId && this.scroll.phase === phase) needsMeasurement = false;\n\t\t\tif (needsMeasurement && this.instance) {\n\t\t\t\tconst isRoot = checkIsScrollRoot(this.instance);\n\t\t\t\tthis.scroll = {\n\t\t\t\t\tanimationId: this.root.animationId,\n\t\t\t\t\tphase,\n\t\t\t\t\tisRoot,\n\t\t\t\t\toffset: measureScroll(this.instance),\n\t\t\t\t\twasRoot: this.scroll ? this.scroll.isRoot : isRoot\n\t\t\t\t};\n\t\t\t}\n\t\t}\n\t\tresetTransform() {\n\t\t\tif (!resetTransform) return;\n\t\t\tconst isResetRequested = this.isLayoutDirty || this.shouldResetTransform || this.options.alwaysMeasureLayout;\n\t\t\tconst hasProjection = this.projectionDelta && !isDeltaZero(this.projectionDelta);\n\t\t\tconst transformTemplate = this.getTransformTemplate();\n\t\t\tconst transformTemplateValue = transformTemplate ? transformTemplate(this.latestValues, \"\") : void 0;\n\t\t\tconst transformTemplateHasChanged = transformTemplateValue !== this.prevTransformTemplateValue;\n\t\t\tif (isResetRequested && this.instance && (hasProjection || hasTransform(this.latestValues) || transformTemplateHasChanged)) {\n\t\t\t\tresetTransform(this.instance, transformTemplateValue);\n\t\t\t\tthis.shouldResetTransform = false;\n\t\t\t\tthis.scheduleRender();\n\t\t\t}\n\t\t}\n\t\tmeasure(removeTransform = true) {\n\t\t\tconst pageBox = this.measurePageBox();\n\t\t\tlet layoutBox = this.removeElementScroll(pageBox);\n\t\t\t/**\n\t\t\t* Measurements taken during the pre-render stage\n\t\t\t* still have transforms applied so we remove them\n\t\t\t* via calculation.\n\t\t\t*/\n\t\t\tif (removeTransform) layoutBox = this.removeTransform(layoutBox);\n\t\t\troundBox(layoutBox);\n\t\t\treturn {\n\t\t\t\tanimationId: this.root.animationId,\n\t\t\t\tmeasuredBox: pageBox,\n\t\t\t\tlayoutBox,\n\t\t\t\tlatestValues: {},\n\t\t\t\tsource: this.id\n\t\t\t};\n\t\t}\n\t\tmeasurePageBox() {\n\t\t\tconst { visualElement } = this.options;\n\t\t\tif (!visualElement) return createBox();\n\t\t\tconst box = visualElement.measureViewportBox();\n\t\t\tif (!(this.scroll?.wasRoot || this.path.some(checkNodeWasScrollRoot))) {\n\t\t\t\tconst { scroll } = this.root;\n\t\t\t\tif (scroll) {\n\t\t\t\t\ttranslateAxis(box.x, scroll.offset.x);\n\t\t\t\t\ttranslateAxis(box.y, scroll.offset.y);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn box;\n\t\t}\n\t\tremoveElementScroll(box) {\n\t\t\tconst boxWithoutScroll = createBox();\n\t\t\tcopyBoxInto(boxWithoutScroll, box);\n\t\t\tif (this.scroll?.wasRoot) return boxWithoutScroll;\n\t\t\t/**\n\t\t\t* Performance TODO: Keep a cumulative scroll offset down the tree\n\t\t\t* rather than loop back up the path.\n\t\t\t*/\n\t\t\tfor (let i = 0; i < this.path.length; i++) {\n\t\t\t\tconst node = this.path[i];\n\t\t\t\tconst { scroll, options } = node;\n\t\t\t\tif (node !== this.root && scroll && options.layoutScroll) {\n\t\t\t\t\t/**\n\t\t\t\t\t* If this is a new scroll root, we want to remove all previous scrolls\n\t\t\t\t\t* from the viewport box.\n\t\t\t\t\t*/\n\t\t\t\t\tif (scroll.wasRoot) copyBoxInto(boxWithoutScroll, box);\n\t\t\t\t\ttranslateAxis(boxWithoutScroll.x, scroll.offset.x);\n\t\t\t\t\ttranslateAxis(boxWithoutScroll.y, scroll.offset.y);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn boxWithoutScroll;\n\t\t}\n\t\tapplyTransform(box, transformOnly = false, output) {\n\t\t\tconst withTransforms = output || createBox();\n\t\t\tcopyBoxInto(withTransforms, box);\n\t\t\tfor (let i = 0; i < this.path.length; i++) {\n\t\t\t\tconst node = this.path[i];\n\t\t\t\tif (!transformOnly && node.options.layoutScroll && node.scroll && node !== node.root) {\n\t\t\t\t\ttranslateAxis(withTransforms.x, -node.scroll.offset.x);\n\t\t\t\t\ttranslateAxis(withTransforms.y, -node.scroll.offset.y);\n\t\t\t\t}\n\t\t\t\tif (!hasTransform(node.latestValues)) continue;\n\t\t\t\ttransformBox(withTransforms, node.latestValues, node.layout?.layoutBox);\n\t\t\t}\n\t\t\tif (hasTransform(this.latestValues)) transformBox(withTransforms, this.latestValues, this.layout?.layoutBox);\n\t\t\treturn withTransforms;\n\t\t}\n\t\tremoveTransform(box) {\n\t\t\tconst boxWithoutTransform = createBox();\n\t\t\tcopyBoxInto(boxWithoutTransform, box);\n\t\t\tfor (let i = 0; i < this.path.length; i++) {\n\t\t\t\tconst node = this.path[i];\n\t\t\t\tif (!hasTransform(node.latestValues)) continue;\n\t\t\t\tlet sourceBox;\n\t\t\t\tif (node.instance) {\n\t\t\t\t\thasScale(node.latestValues) && node.updateSnapshot();\n\t\t\t\t\tsourceBox = createBox();\n\t\t\t\t\tcopyBoxInto(sourceBox, node.measurePageBox());\n\t\t\t\t}\n\t\t\t\tremoveBoxTransforms(boxWithoutTransform, node.latestValues, node.snapshot?.layoutBox, sourceBox);\n\t\t\t}\n\t\t\tif (hasTransform(this.latestValues)) removeBoxTransforms(boxWithoutTransform, this.latestValues);\n\t\t\treturn boxWithoutTransform;\n\t\t}\n\t\tsetTargetDelta(delta) {\n\t\t\tthis.targetDelta = delta;\n\t\t\tthis.root.scheduleUpdateProjection();\n\t\t\tthis.isProjectionDirty = true;\n\t\t}\n\t\tsetOptions(options) {\n\t\t\tthis.options = {\n\t\t\t\t...this.options,\n\t\t\t\t...options,\n\t\t\t\tcrossfade: options.crossfade !== void 0 ? options.crossfade : true\n\t\t\t};\n\t\t}\n\t\tclearMeasurements() {\n\t\t\tthis.scroll = void 0;\n\t\t\tthis.layout = void 0;\n\t\t\tthis.snapshot = void 0;\n\t\t\tthis.prevTransformTemplateValue = void 0;\n\t\t\tthis.targetDelta = void 0;\n\t\t\tthis.target = void 0;\n\t\t\tthis.isLayoutDirty = false;\n\t\t}\n\t\tforceRelativeParentToResolveTarget() {\n\t\t\tif (!this.relativeParent) return;\n\t\t\t/**\n\t\t\t* If the parent target isn't up-to-date, force it to update.\n\t\t\t* This is an unfortunate de-optimisation as it means any updating relative\n\t\t\t* projection will cause all the relative parents to recalculate back\n\t\t\t* up the tree.\n\t\t\t*/\n\t\t\tif (this.relativeParent.resolvedRelativeTargetAt !== frameData.timestamp) this.relativeParent.resolveTargetDelta(true);\n\t\t}\n\t\tresolveTargetDelta(forceRecalculation = false) {\n\t\t\t/**\n\t\t\t* Once the dirty status of nodes has been spread through the tree, we also\n\t\t\t* need to check if we have a shared node of a different depth that has itself\n\t\t\t* been dirtied.\n\t\t\t*/\n\t\t\tconst lead = this.getLead();\n\t\t\tthis.isProjectionDirty || (this.isProjectionDirty = lead.isProjectionDirty);\n\t\t\tthis.isTransformDirty || (this.isTransformDirty = lead.isTransformDirty);\n\t\t\tthis.isSharedProjectionDirty || (this.isSharedProjectionDirty = lead.isSharedProjectionDirty);\n\t\t\tconst isShared = Boolean(this.resumingFrom) || this !== lead;\n\t\t\tif (!(forceRecalculation || isShared && this.isSharedProjectionDirty || this.isProjectionDirty || this.parent?.isProjectionDirty || this.attemptToResolveRelativeTarget || this.root.updateBlockedByResize)) return;\n\t\t\tconst { layout, layoutId } = this.options;\n\t\t\t/**\n\t\t\t* If we have no layout, we can't perform projection, so early return\n\t\t\t*/\n\t\t\tif (!this.layout || !(layout || layoutId)) return;\n\t\t\tthis.resolvedRelativeTargetAt = frameData.timestamp;\n\t\t\tconst relativeParent = this.getClosestProjectingParent();\n\t\t\t/**\n\t\t\t* If we don't have a targetDelta but do have a layout, we can attempt to resolve\n\t\t\t* a relativeParent. This will allow a component to perform scale correction\n\t\t\t* even if no animation has started.\n\t\t\t*/\n\t\t\tif (!this.targetDelta && !this.relativeTarget) {\n\t\t\t\tif (this.options.layoutAnchor !== false && relativeParent && relativeParent.layout) this.createRelativeTarget(relativeParent, this.layout.layoutBox, relativeParent.layout.layoutBox);\n\t\t\t\telse this.removeRelativeTarget();\n\t\t\t}\n\t\t\t/**\n\t\t\t* If we have no relative target or no target delta our target isn't valid\n\t\t\t* for this frame.\n\t\t\t*/\n\t\t\tif (!this.relativeTarget && !this.targetDelta) return;\n\t\t\t/**\n\t\t\t* Lazy-init target data structure\n\t\t\t*/\n\t\t\tif (!this.target) {\n\t\t\t\tthis.target = createBox();\n\t\t\t\tthis.targetWithTransforms = createBox();\n\t\t\t}\n\t\t\t/**\n\t\t\t* If we've got a relative box for this component, resolve it into a target relative to the parent.\n\t\t\t*/\n\t\t\tif (this.relativeTarget && this.relativeTargetOrigin && this.relativeParent && this.relativeParent.target) {\n\t\t\t\tthis.forceRelativeParentToResolveTarget();\n\t\t\t\tcalcRelativeBox(this.target, this.relativeTarget, this.relativeParent.target, this.options.layoutAnchor || void 0);\n\t\t\t} else if (this.targetDelta) {\n\t\t\t\tif (Boolean(this.resumingFrom)) this.applyTransform(this.layout.layoutBox, false, this.target);\n\t\t\t\telse copyBoxInto(this.target, this.layout.layoutBox);\n\t\t\t\tapplyBoxDelta(this.target, this.targetDelta);\n\t\t\t} else\n /**\n\t\t\t* If no target, use own layout as target\n\t\t\t*/\n\t\t\tcopyBoxInto(this.target, this.layout.layoutBox);\n\t\t\t/**\n\t\t\t* If we've been told to attempt to resolve a relative target, do so.\n\t\t\t*/\n\t\t\tif (this.attemptToResolveRelativeTarget) {\n\t\t\t\tthis.attemptToResolveRelativeTarget = false;\n\t\t\t\tif (this.options.layoutAnchor !== false && relativeParent && Boolean(relativeParent.resumingFrom) === Boolean(this.resumingFrom) && !relativeParent.options.layoutScroll && relativeParent.target && this.animationProgress !== 1) this.createRelativeTarget(relativeParent, this.target, relativeParent.target);\n\t\t\t\telse this.relativeParent = this.relativeTarget = void 0;\n\t\t\t}\n\t\t\t/**\n\t\t\t* Increase debug counter for resolved target deltas\n\t\t\t*/\n\t\t\tif (statsBuffer.value) metrics.calculatedTargetDeltas++;\n\t\t}\n\t\tgetClosestProjectingParent() {\n\t\t\tif (!this.parent || hasScale(this.parent.latestValues) || has2DTranslate(this.parent.latestValues)) return;\n\t\t\tif (this.parent.isProjecting()) return this.parent;\n\t\t\telse return this.parent.getClosestProjectingParent();\n\t\t}\n\t\tisProjecting() {\n\t\t\treturn Boolean((this.relativeTarget || this.targetDelta || this.options.layoutRoot) && this.layout);\n\t\t}\n\t\tcreateRelativeTarget(relativeParent, layout, parentLayout) {\n\t\t\tthis.relativeParent = relativeParent;\n\t\t\tthis.forceRelativeParentToResolveTarget();\n\t\t\tthis.relativeTarget = createBox();\n\t\t\tthis.relativeTargetOrigin = createBox();\n\t\t\tcalcRelativePosition(this.relativeTargetOrigin, layout, parentLayout, this.options.layoutAnchor || void 0);\n\t\t\tcopyBoxInto(this.relativeTarget, this.relativeTargetOrigin);\n\t\t}\n\t\tremoveRelativeTarget() {\n\t\t\tthis.relativeParent = this.relativeTarget = void 0;\n\t\t}\n\t\tcalcProjection() {\n\t\t\tconst lead = this.getLead();\n\t\t\tconst isShared = Boolean(this.resumingFrom) || this !== lead;\n\t\t\tlet canSkip = true;\n\t\t\t/**\n\t\t\t* If this is a normal layout animation and neither this node nor its nearest projecting\n\t\t\t* is dirty then we can't skip.\n\t\t\t*/\n\t\t\tif (this.isProjectionDirty || this.parent?.isProjectionDirty) canSkip = false;\n\t\t\t/**\n\t\t\t* If this is a shared layout animation and this node's shared projection is dirty then\n\t\t\t* we can't skip.\n\t\t\t*/\n\t\t\tif (isShared && (this.isSharedProjectionDirty || this.isTransformDirty)) canSkip = false;\n\t\t\t/**\n\t\t\t* If we have resolved the target this frame we must recalculate the\n\t\t\t* projection to ensure it visually represents the internal calculations.\n\t\t\t*/\n\t\t\tif (this.resolvedRelativeTargetAt === frameData.timestamp) canSkip = false;\n\t\t\tif (canSkip) return;\n\t\t\tconst { layout, layoutId } = this.options;\n\t\t\t/**\n\t\t\t* If this section of the tree isn't animating we can\n\t\t\t* delete our target sources for the following frame.\n\t\t\t*/\n\t\t\tthis.isTreeAnimating = Boolean(this.parent && this.parent.isTreeAnimating || this.currentAnimation || this.pendingAnimation);\n\t\t\tif (!this.isTreeAnimating) this.targetDelta = this.relativeTarget = void 0;\n\t\t\tif (!this.layout || !(layout || layoutId)) return;\n\t\t\t/**\n\t\t\t* Reset the corrected box with the latest values from box, as we're then going\n\t\t\t* to perform mutative operations on it.\n\t\t\t*/\n\t\t\tcopyBoxInto(this.layoutCorrected, this.layout.layoutBox);\n\t\t\t/**\n\t\t\t* Record previous tree scales before updating.\n\t\t\t*/\n\t\t\tconst prevTreeScaleX = this.treeScale.x;\n\t\t\tconst prevTreeScaleY = this.treeScale.y;\n\t\t\t/**\n\t\t\t* Apply all the parent deltas to this box to produce the corrected box. This\n\t\t\t* is the layout box, as it will appear on screen as a result of the transforms of its parents.\n\t\t\t*/\n\t\t\tapplyTreeDeltas(this.layoutCorrected, this.treeScale, this.path, isShared);\n\t\t\t/**\n\t\t\t* If this layer needs to perform scale correction but doesn't have a target,\n\t\t\t* use the layout as the target.\n\t\t\t*/\n\t\t\tif (lead.layout && !lead.target && (this.treeScale.x !== 1 || this.treeScale.y !== 1)) {\n\t\t\t\tlead.target = lead.layout.layoutBox;\n\t\t\t\tlead.targetWithTransforms = createBox();\n\t\t\t}\n\t\t\tconst { target } = lead;\n\t\t\tif (!target) {\n\t\t\t\t/**\n\t\t\t\t* If we don't have a target to project into, but we were previously\n\t\t\t\t* projecting, we want to remove the stored transform and schedule\n\t\t\t\t* a render to ensure the elements reflect the removed transform.\n\t\t\t\t*/\n\t\t\t\tif (this.prevProjectionDelta) {\n\t\t\t\t\tthis.createProjectionDeltas();\n\t\t\t\t\tthis.scheduleRender();\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tif (!this.projectionDelta || !this.prevProjectionDelta) this.createProjectionDeltas();\n\t\t\telse {\n\t\t\t\tcopyAxisDeltaInto(this.prevProjectionDelta.x, this.projectionDelta.x);\n\t\t\t\tcopyAxisDeltaInto(this.prevProjectionDelta.y, this.projectionDelta.y);\n\t\t\t}\n\t\t\t/**\n\t\t\t* Update the delta between the corrected box and the target box before user-set transforms were applied.\n\t\t\t* This will allow us to calculate the corrected borderRadius and boxShadow to compensate\n\t\t\t* for our layout reprojection, but still allow them to be scaled correctly by the user.\n\t\t\t* It might be that to simplify this we may want to accept that user-set scale is also corrected\n\t\t\t* and we wouldn't have to keep and calc both deltas, OR we could support a user setting\n\t\t\t* to allow people to choose whether these styles are corrected based on just the\n\t\t\t* layout reprojection or the final bounding box.\n\t\t\t*/\n\t\t\tcalcBoxDelta(this.projectionDelta, this.layoutCorrected, target, this.latestValues);\n\t\t\tif (this.treeScale.x !== prevTreeScaleX || this.treeScale.y !== prevTreeScaleY || !axisDeltaEquals(this.projectionDelta.x, this.prevProjectionDelta.x) || !axisDeltaEquals(this.projectionDelta.y, this.prevProjectionDelta.y)) {\n\t\t\t\tthis.hasProjected = true;\n\t\t\t\tthis.scheduleRender();\n\t\t\t\tthis.notifyListeners(\"projectionUpdate\", target);\n\t\t\t}\n\t\t\t/**\n\t\t\t* Increase debug counter for recalculated projections\n\t\t\t*/\n\t\t\tif (statsBuffer.value) metrics.calculatedProjections++;\n\t\t}\n\t\thide() {\n\t\t\tthis.isVisible = false;\n\t\t}\n\t\tshow() {\n\t\t\tthis.isVisible = true;\n\t\t}\n\t\tscheduleRender(notifyAll = true) {\n\t\t\tthis.options.visualElement?.scheduleRender();\n\t\t\tif (notifyAll) {\n\t\t\t\tconst stack = this.getStack();\n\t\t\t\tstack && stack.scheduleRender();\n\t\t\t}\n\t\t\tif (this.resumingFrom && !this.resumingFrom.instance) this.resumingFrom = void 0;\n\t\t}\n\t\tcreateProjectionDeltas() {\n\t\t\tthis.prevProjectionDelta = createDelta();\n\t\t\tthis.projectionDelta = createDelta();\n\t\t\tthis.projectionDeltaWithTransform = createDelta();\n\t\t}\n\t\tsetAnimationOrigin(delta, hasOnlyRelativeTargetChanged = false, pathFn) {\n\t\t\tconst snapshot = this.snapshot;\n\t\t\tconst snapshotLatestValues = snapshot ? snapshot.latestValues : {};\n\t\t\tconst mixedValues = { ...this.latestValues };\n\t\t\tconst targetDelta = createDelta();\n\t\t\tif (!this.relativeParent || !this.relativeParent.options.layoutRoot) this.relativeTarget = this.relativeTargetOrigin = void 0;\n\t\t\tthis.attemptToResolveRelativeTarget = !hasOnlyRelativeTargetChanged;\n\t\t\tconst relativeLayout = createBox();\n\t\t\tconst isSharedLayoutAnimation = (snapshot ? snapshot.source : void 0) !== (this.layout ? this.layout.source : void 0);\n\t\t\tconst stack = this.getStack();\n\t\t\tconst isOnlyMember = !stack || stack.members.length <= 1;\n\t\t\tconst shouldCrossfadeOpacity = Boolean(isSharedLayoutAnimation && !isOnlyMember && this.options.crossfade === true && !this.path.some(hasOpacityCrossfade));\n\t\t\tthis.animationProgress = 0;\n\t\t\tlet prevRelativeTarget;\n\t\t\tconst interpolate = pathFn?.interpolateProjection(delta);\n\t\t\tthis.mixTargetDelta = (latest) => {\n\t\t\t\tconst progress = latest / 1e3;\n\t\t\t\tconst point = interpolate?.(progress);\n\t\t\t\tif (point) {\n\t\t\t\t\ttargetDelta.x.translate = point.x;\n\t\t\t\t\ttargetDelta.x.scale = mixNumber$1(delta.x.scale, 1, progress);\n\t\t\t\t\ttargetDelta.x.origin = delta.x.origin;\n\t\t\t\t\ttargetDelta.x.originPoint = delta.x.originPoint;\n\t\t\t\t\ttargetDelta.y.translate = point.y;\n\t\t\t\t\ttargetDelta.y.scale = mixNumber$1(delta.y.scale, 1, progress);\n\t\t\t\t\ttargetDelta.y.origin = delta.y.origin;\n\t\t\t\t\ttargetDelta.y.originPoint = delta.y.originPoint;\n\t\t\t\t} else {\n\t\t\t\t\tmixAxisDeltaLinear(targetDelta.x, delta.x, progress);\n\t\t\t\t\tmixAxisDeltaLinear(targetDelta.y, delta.y, progress);\n\t\t\t\t}\n\t\t\t\tthis.setTargetDelta(targetDelta);\n\t\t\t\tif (this.relativeTarget && this.relativeTargetOrigin && this.layout && this.relativeParent && this.relativeParent.layout) {\n\t\t\t\t\tcalcRelativePosition(relativeLayout, this.layout.layoutBox, this.relativeParent.layout.layoutBox, this.options.layoutAnchor || void 0);\n\t\t\t\t\tmixBox(this.relativeTarget, this.relativeTargetOrigin, relativeLayout, progress);\n\t\t\t\t\t/**\n\t\t\t\t\t* If this is an unchanged relative target we can consider the\n\t\t\t\t\t* projection not dirty.\n\t\t\t\t\t*/\n\t\t\t\t\tif (prevRelativeTarget && boxEquals(this.relativeTarget, prevRelativeTarget)) this.isProjectionDirty = false;\n\t\t\t\t\tif (!prevRelativeTarget) prevRelativeTarget = createBox();\n\t\t\t\t\tcopyBoxInto(prevRelativeTarget, this.relativeTarget);\n\t\t\t\t}\n\t\t\t\tif (isSharedLayoutAnimation) {\n\t\t\t\t\tthis.animationValues = mixedValues;\n\t\t\t\t\tmixValues(mixedValues, snapshotLatestValues, this.latestValues, progress, shouldCrossfadeOpacity, isOnlyMember);\n\t\t\t\t}\n\t\t\t\tif (point && point.rotate !== void 0) {\n\t\t\t\t\tif (!this.animationValues) this.animationValues = mixedValues;\n\t\t\t\t\tthis.animationValues.pathRotation = point.rotate;\n\t\t\t\t}\n\t\t\t\tthis.root.scheduleUpdateProjection();\n\t\t\t\tthis.scheduleRender();\n\t\t\t\tthis.animationProgress = progress;\n\t\t\t};\n\t\t\tthis.mixTargetDelta(this.options.layoutRoot ? 1e3 : 0);\n\t\t}\n\t\tstartAnimation(options) {\n\t\t\tthis.notifyListeners(\"animationStart\");\n\t\t\tthis.currentAnimation?.stop();\n\t\t\tthis.resumingFrom?.currentAnimation?.stop();\n\t\t\tif (this.pendingAnimation) {\n\t\t\t\tcancelFrame(this.pendingAnimation);\n\t\t\t\tthis.pendingAnimation = void 0;\n\t\t\t}\n\t\t\t/**\n\t\t\t* Start the animation in the next frame to have a frame with progress 0,\n\t\t\t* where the target is the same as when the animation started, so we can\n\t\t\t* calculate the relative positions correctly for instant transitions.\n\t\t\t*/\n\t\t\tthis.pendingAnimation = frame.update(() => {\n\t\t\t\tglobalProjectionState.hasAnimatedSinceResize = true;\n\t\t\t\tthis.motionValue || (this.motionValue = motionValue(0));\n\t\t\t\tthis.motionValue.jump(0, false);\n\t\t\t\tthis.currentAnimation = animateSingleValue(this.motionValue, [0, 1e3], {\n\t\t\t\t\t...options,\n\t\t\t\t\tvelocity: 0,\n\t\t\t\t\tisSync: true,\n\t\t\t\t\tonUpdate: (latest) => {\n\t\t\t\t\t\tthis.mixTargetDelta(latest);\n\t\t\t\t\t\toptions.onUpdate && options.onUpdate(latest);\n\t\t\t\t\t},\n\t\t\t\t\tonComplete: () => {\n\t\t\t\t\t\toptions.onComplete && options.onComplete();\n\t\t\t\t\t\tthis.completeAnimation();\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t\tnotifyLayoutAnimationStart(this.currentAnimation, this);\n\t\t\t\tif (this.resumingFrom) this.resumingFrom.currentAnimation = this.currentAnimation;\n\t\t\t\tthis.pendingAnimation = void 0;\n\t\t\t});\n\t\t}\n\t\tcompleteAnimation() {\n\t\t\tif (this.resumingFrom) {\n\t\t\t\tthis.resumingFrom.currentAnimation = void 0;\n\t\t\t\tthis.resumingFrom.preserveOpacity = void 0;\n\t\t\t}\n\t\t\tconst stack = this.getStack();\n\t\t\tstack && stack.exitAnimationComplete();\n\t\t\tthis.resumingFrom = this.currentAnimation = this.animationValues = void 0;\n\t\t\tthis.notifyListeners(\"animationComplete\");\n\t\t}\n\t\tfinishAnimation() {\n\t\t\tif (this.currentAnimation) {\n\t\t\t\tthis.mixTargetDelta && this.mixTargetDelta(animationTarget);\n\t\t\t\tthis.currentAnimation.stop();\n\t\t\t}\n\t\t\tthis.completeAnimation();\n\t\t}\n\t\tapplyTransformsToTarget() {\n\t\t\tconst lead = this.getLead();\n\t\t\tconst { targetWithTransforms, layout, latestValues } = lead;\n\t\t\tlet { target } = lead;\n\t\t\tif (!targetWithTransforms || !target || !layout) return;\n\t\t\t/**\n\t\t\t* If we're only animating position, and this element isn't the lead element,\n\t\t\t* then instead of projecting into the lead box we instead want to calculate\n\t\t\t* a new target that aligns the two boxes but maintains the layout shape.\n\t\t\t*/\n\t\t\tif (this !== lead && this.layout && layout && shouldAnimatePositionOnly(this.options.animationType, this.layout.layoutBox, layout.layoutBox)) {\n\t\t\t\ttarget = this.target || createBox();\n\t\t\t\tconst xLength = calcLength(this.layout.layoutBox.x);\n\t\t\t\ttarget.x.min = lead.target.x.min;\n\t\t\t\ttarget.x.max = target.x.min + xLength;\n\t\t\t\tconst yLength = calcLength(this.layout.layoutBox.y);\n\t\t\t\ttarget.y.min = lead.target.y.min;\n\t\t\t\ttarget.y.max = target.y.min + yLength;\n\t\t\t}\n\t\t\tcopyBoxInto(targetWithTransforms, target);\n\t\t\t/**\n\t\t\t* Apply the latest user-set transforms to the targetBox to produce the targetBoxFinal.\n\t\t\t* This is the final box that we will then project into by calculating a transform delta and\n\t\t\t* applying it to the corrected box.\n\t\t\t*/\n\t\t\ttransformBox(targetWithTransforms, latestValues);\n\t\t\t/**\n\t\t\t* Update the delta between the corrected box and the final target box, after\n\t\t\t* user-set transforms are applied to it. This will be used by the renderer to\n\t\t\t* create a transform style that will reproject the element from its layout layout\n\t\t\t* into the desired bounding box.\n\t\t\t*/\n\t\t\tcalcBoxDelta(this.projectionDeltaWithTransform, this.layoutCorrected, targetWithTransforms, latestValues);\n\t\t}\n\t\tregisterSharedNode(layoutId, node) {\n\t\t\tif (!this.sharedNodes.has(layoutId)) this.sharedNodes.set(layoutId, new NodeStack());\n\t\t\tthis.sharedNodes.get(layoutId).add(node);\n\t\t\tconst config = node.options.initialPromotionConfig;\n\t\t\tnode.promote({\n\t\t\t\ttransition: config ? config.transition : void 0,\n\t\t\t\tpreserveFollowOpacity: config && config.shouldPreserveFollowOpacity ? config.shouldPreserveFollowOpacity(node) : void 0\n\t\t\t});\n\t\t}\n\t\tisLead() {\n\t\t\tconst stack = this.getStack();\n\t\t\treturn stack ? stack.lead === this : true;\n\t\t}\n\t\tgetLead() {\n\t\t\tconst { layoutId } = this.options;\n\t\t\treturn layoutId ? this.getStack()?.lead || this : this;\n\t\t}\n\t\tgetPrevLead() {\n\t\t\tconst { layoutId } = this.options;\n\t\t\treturn layoutId ? this.getStack()?.prevLead : void 0;\n\t\t}\n\t\tgetStack() {\n\t\t\tconst { layoutId } = this.options;\n\t\t\tif (layoutId) return this.root.sharedNodes.get(layoutId);\n\t\t}\n\t\tpromote({ needsReset, transition, preserveFollowOpacity } = {}) {\n\t\t\tconst stack = this.getStack();\n\t\t\tif (stack) stack.promote(this, preserveFollowOpacity);\n\t\t\tif (needsReset) {\n\t\t\t\tthis.projectionDelta = void 0;\n\t\t\t\tthis.needsReset = true;\n\t\t\t}\n\t\t\tif (transition) this.setOptions({ transition });\n\t\t}\n\t\trelegate() {\n\t\t\tconst stack = this.getStack();\n\t\t\tif (stack) return stack.relegate(this);\n\t\t\telse return false;\n\t\t}\n\t\tresetSkewAndRotation() {\n\t\t\tconst { visualElement } = this.options;\n\t\t\tif (!visualElement) return;\n\t\t\tlet hasDistortingTransform = false;\n\t\t\t/**\n\t\t\t* An unrolled check for rotation values. Most elements don't have any rotation and\n\t\t\t* skipping the nested loop and new object creation is 50% faster.\n\t\t\t*/\n\t\t\tconst { latestValues } = visualElement;\n\t\t\tif (latestValues.z || latestValues.rotate || latestValues.rotateX || latestValues.rotateY || latestValues.rotateZ || latestValues.skewX || latestValues.skewY) hasDistortingTransform = true;\n\t\t\tif (!hasDistortingTransform) return;\n\t\t\tconst resetValues = {};\n\t\t\tif (latestValues.z) resetDistortingTransform(\"z\", visualElement, resetValues, this.animationValues);\n\t\t\tfor (let i = 0; i < transformAxes.length; i++) {\n\t\t\t\tresetDistortingTransform(`rotate${transformAxes[i]}`, visualElement, resetValues, this.animationValues);\n\t\t\t\tresetDistortingTransform(`skew${transformAxes[i]}`, visualElement, resetValues, this.animationValues);\n\t\t\t}\n\t\t\tvisualElement.render();\n\t\t\tfor (const key in resetValues) {\n\t\t\t\tvisualElement.setStaticValue(key, resetValues[key]);\n\t\t\t\tif (this.animationValues) this.animationValues[key] = resetValues[key];\n\t\t\t}\n\t\t\tvisualElement.scheduleRender();\n\t\t}\n\t\tapplyProjectionStyles(targetStyle, styleProp) {\n\t\t\tif (!this.instance || this.isSVG) return;\n\t\t\tif (!this.isVisible) {\n\t\t\t\ttargetStyle.visibility = \"hidden\";\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tconst transformTemplate = this.getTransformTemplate();\n\t\t\tif (this.needsReset) {\n\t\t\t\tthis.needsReset = false;\n\t\t\t\ttargetStyle.visibility = \"\";\n\t\t\t\ttargetStyle.opacity = \"\";\n\t\t\t\ttargetStyle.pointerEvents = resolveMotionValue(styleProp?.pointerEvents) || \"\";\n\t\t\t\ttargetStyle.transform = transformTemplate ? transformTemplate(this.latestValues, \"\") : \"none\";\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tconst lead = this.getLead();\n\t\t\tif (!this.projectionDelta || !this.layout || !lead.target) {\n\t\t\t\tif (this.options.layoutId) {\n\t\t\t\t\ttargetStyle.opacity = this.latestValues.opacity !== void 0 ? this.latestValues.opacity : 1;\n\t\t\t\t\ttargetStyle.pointerEvents = resolveMotionValue(styleProp?.pointerEvents) || \"\";\n\t\t\t\t}\n\t\t\t\tif (this.hasProjected && !hasTransform(this.latestValues)) {\n\t\t\t\t\ttargetStyle.transform = transformTemplate ? transformTemplate({}, \"\") : \"none\";\n\t\t\t\t\tthis.hasProjected = false;\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t}\n\t\t\ttargetStyle.visibility = \"\";\n\t\t\tconst valuesToRender = lead.animationValues || lead.latestValues;\n\t\t\tthis.applyTransformsToTarget();\n\t\t\tlet transform = buildProjectionTransform(this.projectionDeltaWithTransform, this.treeScale, valuesToRender);\n\t\t\tif (transformTemplate) transform = transformTemplate(valuesToRender, transform);\n\t\t\ttargetStyle.transform = transform;\n\t\t\tconst { x, y } = this.projectionDelta;\n\t\t\ttargetStyle.transformOrigin = `${x.origin * 100}% ${y.origin * 100}% 0`;\n\t\t\tif (lead.animationValues)\n /**\n\t\t\t* If the lead component is animating, assign this either the entering/leaving\n\t\t\t* opacity\n\t\t\t*/\n\t\t\ttargetStyle.opacity = lead === this ? valuesToRender.opacity ?? this.latestValues.opacity ?? 1 : this.preserveOpacity ? this.latestValues.opacity : valuesToRender.opacityExit;\n\t\t\telse\n /**\n\t\t\t* Or we're not animating at all, set the lead component to its layout\n\t\t\t* opacity and other components to hidden.\n\t\t\t*/\n\t\t\ttargetStyle.opacity = lead === this ? valuesToRender.opacity !== void 0 ? valuesToRender.opacity : \"\" : valuesToRender.opacityExit !== void 0 ? valuesToRender.opacityExit : 0;\n\t\t\t/**\n\t\t\t* Apply scale correction\n\t\t\t*/\n\t\t\tfor (const key in scaleCorrectors) {\n\t\t\t\tif (valuesToRender[key] === void 0) continue;\n\t\t\t\tconst { correct, applyTo, isCSSVariable } = scaleCorrectors[key];\n\t\t\t\t/**\n\t\t\t\t* Only apply scale correction to the value if we have an\n\t\t\t\t* active projection transform. Otherwise these values become\n\t\t\t\t* vulnerable to distortion if the element changes size without\n\t\t\t\t* a corresponding layout animation.\n\t\t\t\t*/\n\t\t\t\tconst corrected = transform === \"none\" ? valuesToRender[key] : correct(valuesToRender[key], lead);\n\t\t\t\tif (applyTo) {\n\t\t\t\t\tconst num = applyTo.length;\n\t\t\t\t\tfor (let i = 0; i < num; i++) targetStyle[applyTo[i]] = corrected;\n\t\t\t\t} else if (isCSSVariable) this.options.visualElement.renderState.vars[key] = corrected;\n\t\t\t\telse targetStyle[key] = corrected;\n\t\t\t}\n\t\t\t/**\n\t\t\t* Disable pointer events on follow components. This is to ensure\n\t\t\t* that if a follow component covers a lead component it doesn't block\n\t\t\t* pointer events on the lead.\n\t\t\t*/\n\t\t\tif (this.options.layoutId) targetStyle.pointerEvents = lead === this ? resolveMotionValue(styleProp?.pointerEvents) || \"\" : \"none\";\n\t\t}\n\t\tclearSnapshot() {\n\t\t\tthis.resumeFrom = this.snapshot = this.dragSnapshot = this.dragAncestor = void 0;\n\t\t}\n\t\tresetTree() {\n\t\t\tthis.root.nodes.forEach((node) => node.currentAnimation?.stop());\n\t\t\tthis.root.nodes.forEach(clearMeasurements);\n\t\t\tthis.root.sharedNodes.clear();\n\t\t}\n\t};\n}\n/**\n* Nodes are depth-ordered, so a dragged ancestor's layout is updated before\n* its descendants'.\n*/\nfunction updateLayout(node) {\n\tnode.updateLayout();\n\tfollowDraggedAncestor(node);\n}\nfunction notifyLayoutUpdate(node) {\n\tconst snapshot = node.resumeFrom?.snapshot || node.snapshot;\n\tif (node.isLead() && node.layout && snapshot && node.hasListeners(\"didUpdate\")) {\n\t\tconst { layoutBox: layout, measuredBox: measuredLayout } = node.layout;\n\t\tconst { animationType } = node.options;\n\t\tconst isShared = snapshot.source !== node.layout.source;\n\t\tif (animationType === \"size\") eachAxis((axis) => {\n\t\t\tconst axisSnapshot = isShared ? snapshot.measuredBox[axis] : snapshot.layoutBox[axis];\n\t\t\tconst length = calcLength(axisSnapshot);\n\t\t\taxisSnapshot.min = layout[axis].min;\n\t\t\taxisSnapshot.max = axisSnapshot.min + length;\n\t\t});\n\t\telse if (animationType === \"x\" || animationType === \"y\") {\n\t\t\tconst snapAxis = animationType === \"x\" ? \"y\" : \"x\";\n\t\t\tcopyAxisInto(isShared ? snapshot.measuredBox[snapAxis] : snapshot.layoutBox[snapAxis], layout[snapAxis]);\n\t\t} else if (shouldAnimatePositionOnly(animationType, snapshot.layoutBox, layout)) eachAxis((axis) => {\n\t\t\tconst axisSnapshot = isShared ? snapshot.measuredBox[axis] : snapshot.layoutBox[axis];\n\t\t\tconst length = calcLength(layout[axis]);\n\t\t\taxisSnapshot.max = axisSnapshot.min + length;\n\t\t\t/**\n\t\t\t* Ensure relative target gets resized and rerendererd\n\t\t\t*/\n\t\t\tif (node.relativeTarget && !node.currentAnimation) {\n\t\t\t\tnode.isProjectionDirty = true;\n\t\t\t\tnode.relativeTarget[axis].max = node.relativeTarget[axis].min + length;\n\t\t\t}\n\t\t});\n\t\tconst layoutDelta = createDelta();\n\t\tcalcBoxDelta(layoutDelta, layout, snapshot.layoutBox);\n\t\tconst visualDelta = createDelta();\n\t\tif (isShared) calcBoxDelta(visualDelta, node.applyTransform(measuredLayout, true), snapshot.measuredBox);\n\t\telse calcBoxDelta(visualDelta, layout, snapshot.layoutBox);\n\t\tconst hasLayoutChanged = !isDeltaZero(layoutDelta);\n\t\tlet hasRelativeLayoutChanged = false;\n\t\tif (!node.resumeFrom) {\n\t\t\tconst relativeParent = node.getClosestProjectingParent();\n\t\t\t/**\n\t\t\t* If the relativeParent is itself resuming from a different element then\n\t\t\t* the relative snapshot is not relavent\n\t\t\t*/\n\t\t\tif (relativeParent && !relativeParent.resumeFrom) {\n\t\t\t\tconst { snapshot: parentSnapshot, layout: parentLayout } = relativeParent;\n\t\t\t\tif (parentSnapshot && parentLayout) {\n\t\t\t\t\tconst anchor = node.options.layoutAnchor || void 0;\n\t\t\t\t\tconst relativeSnapshot = createBox();\n\t\t\t\t\tcalcRelativePosition(relativeSnapshot, snapshot.layoutBox, parentSnapshot.layoutBox, anchor);\n\t\t\t\t\tconst relativeLayout = createBox();\n\t\t\t\t\tcalcRelativePosition(relativeLayout, layout, parentLayout.layoutBox, anchor);\n\t\t\t\t\tif (!boxEqualsRounded(relativeSnapshot, relativeLayout)) hasRelativeLayoutChanged = true;\n\t\t\t\t\tif (relativeParent.options.layoutRoot) {\n\t\t\t\t\t\tnode.relativeTarget = relativeLayout;\n\t\t\t\t\t\tnode.relativeTargetOrigin = relativeSnapshot;\n\t\t\t\t\t\tnode.relativeParent = relativeParent;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tnode.notifyListeners(\"didUpdate\", {\n\t\t\tlayout,\n\t\t\tsnapshot,\n\t\t\tdelta: visualDelta,\n\t\t\tlayoutDelta,\n\t\t\thasLayoutChanged,\n\t\t\thasRelativeLayoutChanged\n\t\t});\n\t} else if (node.isLead()) {\n\t\tconst { onExitComplete } = node.options;\n\t\tonExitComplete && onExitComplete();\n\t}\n\t/**\n\t* Clearing transition\n\t* TODO: Investigate why this transition is being passed in as {type: false } from Framer\n\t* and why we need it at all\n\t*/\n\tnode.options.transition = void 0;\n}\nfunction propagateDirtyNodes(node) {\n\t/**\n\t* Increase debug counter for nodes encountered this frame\n\t*/\n\tif (statsBuffer.value) metrics.nodes++;\n\tif (!node.parent) return;\n\t/**\n\t* If this node isn't projecting, propagate isProjectionDirty. It will have\n\t* no performance impact but it will allow the next child that *is* projecting\n\t* but *isn't* dirty to just check its parent to see if *any* ancestor needs\n\t* correcting.\n\t*/\n\tif (!node.isProjecting()) node.isProjectionDirty = node.parent.isProjectionDirty;\n\t/**\n\t* Propagate isSharedProjectionDirty and isTransformDirty\n\t* throughout the whole tree. A future revision can take another look at\n\t* this but for safety we still recalcualte shared nodes.\n\t*/\n\tnode.isSharedProjectionDirty || (node.isSharedProjectionDirty = Boolean(node.isProjectionDirty || node.parent.isProjectionDirty || node.parent.isSharedProjectionDirty));\n\tnode.isTransformDirty || (node.isTransformDirty = node.parent.isTransformDirty);\n}\nfunction cleanDirtyNodes(node) {\n\tnode.isProjectionDirty = node.isSharedProjectionDirty = node.isTransformDirty = false;\n}\nfunction clearSnapshot(node) {\n\tnode.clearSnapshot();\n}\nfunction clearMeasurements(node) {\n\tnode.clearMeasurements();\n}\nfunction forceLayoutMeasure(node) {\n\tnode.isLayoutDirty = true;\n\tnode.updateLayout();\n}\nfunction clearIsLayoutDirty(node) {\n\tnode.isLayoutDirty = false;\n}\n/**\n* A dragged node doesn't layout animate, so it jumps to its new layout. Shift\n* its descendants' snapshots by the same amount, so they only animate layout\n* changes relative to it, rather than lagging behind.\n*/\nfunction followDraggedAncestor(node) {\n\tconst { snapshot, dragAncestor } = node;\n\tconst to = dragAncestor?.layout;\n\tif (!snapshot || !to || node.resumeFrom || node.isAnimationBlocked) return;\n\tconst from = dragAncestor.dragSnapshot;\n\teachAxis((axis) => translateAxis(snapshot.layoutBox[axis], to.layoutBox[axis].min - from.layoutBox[axis].min));\n}\n/**\n* When a node is animation-blocked (e.g. during drag) and its component\n* didn't re-render (memoized), willUpdate() is never called so there's\n* no snapshot. Use the previous layout as a snapshot and mark dirty so\n* resetTransform/updateLayout/notifyLayoutUpdate process it normally.\n*/\nfunction ensureDraggedNodesSnapshotted(node) {\n\tif (node.isAnimationBlocked && node.layout && !node.isLayoutDirty) {\n\t\tnode.snapshot = node.dragSnapshot || node.layout;\n\t\tnode.isLayoutDirty = true;\n\t}\n}\n/**\n* If a node's relative parent is about to be re-measured but the node isn't\n* (e.g. it's in another LayoutGroup), its relative target is out of date.\n* If it's layout animating, re-measure it too, so its relative target keeps\n* resolving against current layouts. Otherwise its layout is still valid\n* relative to its parent, so drop the relative target, and any targetDelta\n* left over from a finished animation while an ancestor still animates, to be\n* rebuilt from its layout.\n*/\nfunction syncRelativeLayout(node) {\n\tif (node.relativeTarget && node.relativeParent?.isLayoutDirty) {\n\t\tif (node.currentAnimation) node.isLayoutDirty = true;\n\t\telse {\n\t\t\tnode.targetDelta = void 0;\n\t\t\tnode.removeRelativeTarget();\n\t\t}\n\t}\n}\nfunction resetTransformStyle(node) {\n\tconst { visualElement } = node.options;\n\tif (visualElement && visualElement.getProps().onBeforeLayoutMeasure) visualElement.notify(\"BeforeLayoutMeasure\");\n\tnode.resetTransform();\n}\nfunction finishAnimation(node) {\n\tnode.finishAnimation();\n\tnode.targetDelta = node.relativeTarget = node.target = void 0;\n\tnode.isProjectionDirty = true;\n}\nfunction resolveTargetDelta(node) {\n\tnode.resolveTargetDelta();\n}\nfunction calcProjection(node) {\n\tnode.calcProjection();\n}\nfunction resetSkewAndRotation(node) {\n\tnode.resetSkewAndRotation();\n}\nfunction removeLeadSnapshots(stack) {\n\tstack.removeLeadSnapshot();\n}\nfunction mixAxisDeltaLinear(output, delta, p) {\n\toutput.translate = mixNumber$1(delta.translate, 0, p);\n\toutput.scale = mixNumber$1(delta.scale, 1, p);\n\toutput.origin = delta.origin;\n\toutput.originPoint = delta.originPoint;\n}\nfunction mixAxis(output, from, to, p) {\n\toutput.min = mixNumber$1(from.min, to.min, p);\n\toutput.max = mixNumber$1(from.max, to.max, p);\n}\nfunction mixBox(output, from, to, p) {\n\tmixAxis(output.x, from.x, to.x, p);\n\tmixAxis(output.y, from.y, to.y, p);\n}\nfunction hasOpacityCrossfade(node) {\n\treturn node.animationValues && node.animationValues.opacityExit !== void 0;\n}\nconst defaultLayoutTransition = {\n\tduration: .45,\n\tease: [\n\t\t.4,\n\t\t0,\n\t\t.1,\n\t\t1\n\t]\n};\nconst userAgentContains = (string) => typeof navigator !== \"undefined\" && navigator.userAgent && navigator.userAgent.toLowerCase().includes(string);\n/**\n* Measured bounding boxes must be rounded in Safari and\n* left untouched in Chrome, otherwise non-integer layouts within scaled-up elements\n* can appear to jump.\n*/\nconst roundPoint = userAgentContains(\"applewebkit/\") && !userAgentContains(\"chrome/\") ? Math.round : noop;\nfunction roundAxis(axis) {\n\taxis.min = roundPoint(axis.min);\n\taxis.max = roundPoint(axis.max);\n}\nfunction roundBox(box) {\n\troundAxis(box.x);\n\troundAxis(box.y);\n}\nfunction shouldAnimatePositionOnly(animationType, snapshot, layout) {\n\treturn animationType === \"position\" || animationType === \"preserve-aspect\" && !isNear(aspectRatio(snapshot), aspectRatio(layout), .2);\n}\nfunction checkNodeWasScrollRoot(node) {\n\treturn node !== node.root && node.scroll?.wasRoot;\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/node/DocumentProjectionNode.mjs\nconst DocumentProjectionNode = createProjectionNode$1({\n\tattachResizeListener: (ref, notify) => addDomEvent(ref, \"resize\", notify),\n\tmeasureScroll: () => ({\n\t\tx: document.documentElement.scrollLeft || document.body?.scrollLeft || 0,\n\t\ty: document.documentElement.scrollTop || document.body?.scrollTop || 0\n\t}),\n\tcheckIsScrollRoot: () => true\n});\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/node/group.mjs\nconst notify = (node) => !node.isLayoutDirty && node.willUpdate(false);\nfunction nodeGroup() {\n\tconst nodes = /* @__PURE__ */ new Set();\n\tconst subscriptions = /* @__PURE__ */ new WeakMap();\n\tconst dirtyAll = () => nodes.forEach(notify);\n\treturn {\n\t\tadd: (node) => {\n\t\t\tnodes.add(node);\n\t\t\tsubscriptions.set(node, node.addEventListener(\"willUpdate\", dirtyAll));\n\t\t},\n\t\tremove: (node) => {\n\t\t\tnodes.delete(node);\n\t\t\tconst unsubscribe = subscriptions.get(node);\n\t\t\tif (unsubscribe) {\n\t\t\t\tunsubscribe();\n\t\t\t\tsubscriptions.delete(node);\n\t\t\t}\n\t\t\tdirtyAll();\n\t\t},\n\t\tdirty: dirtyAll\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/projection/node/HTMLProjectionNode.mjs\nconst rootProjectionNode = { current: void 0 };\nconst HTMLProjectionNode = createProjectionNode$1({\n\tmeasureScroll: (instance) => ({\n\t\tx: instance.scrollLeft,\n\t\ty: instance.scrollTop\n\t}),\n\tdefaultParent: () => {\n\t\tif (!rootProjectionNode.current) {\n\t\t\tconst documentNode = new DocumentProjectionNode({});\n\t\t\tdocumentNode.mount(window);\n\t\t\tdocumentNode.setOptions({ layoutScroll: true });\n\t\t\trootProjectionNode.current = documentNode;\n\t\t}\n\t\treturn rootProjectionNode.current;\n\t},\n\tresetTransform: (instance, value) => {\n\t\tinstance.style.transform = value !== void 0 ? value : \"none\";\n\t},\n\tcheckIsScrollRoot: (instance) => Boolean(window.getComputedStyle(instance).position === \"fixed\")\n});\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/layout/LayoutAnimationBuilder.mjs\nconst layoutSelector = \"[data-layout],[data-layout-id]\";\n/**\n* All imperatively-created projection nodes live in one persistent tree,\n* shared across animateLayout() calls (and with any React-created nodes,\n* via the singleton document root). Keyed by element for reuse.\n*/\nconst layoutNodes = /* @__PURE__ */ new WeakMap();\n/**\n* Builders created within the same synchronous tick are flushed together\n* as a single \"commit\": every node is snapshotted before any updateDom\n* runs, mirroring React batching renders from different parts of the tree.\n*/\nlet pendingBuilders;\nfunction collectLayoutElements(scope) {\n\tconst elements = [];\n\tif (scope instanceof HTMLElement && scope.matches(layoutSelector)) elements.push(scope);\n\tscope.querySelectorAll(layoutSelector).forEach((element) => {\n\t\tif (element instanceof HTMLElement) elements.push(element);\n\t});\n\treturn elements;\n}\n/**\n* Process any work scheduled on the frameloop now. A previous animation\n* may have been seeked while paused (controls.time = x) without a frame\n* having rendered it - we must materialise that state into the DOM\n* before taking snapshots.\n*/\nfunction flushPendingFrame() {\n\tif (frameData.isProcessing) return;\n\tconst now = time.now();\n\tframeData.delta = clamp(0, 1e3 / 60, now - frameData.timestamp);\n\tframeData.timestamp = now;\n\tframeData.isProcessing = true;\n\tframeSteps.update.process(frameData);\n\tframeSteps.preRender.process(frameData);\n\tframeSteps.render.process(frameData);\n\tframeData.isProcessing = false;\n}\nfunction getProjectionParent(element) {\n\tlet ancestor = element.parentElement;\n\twhile (ancestor) {\n\t\tconst node = layoutNodes.get(ancestor);\n\t\tif (node && node.instance) return node;\n\t\tancestor = ancestor.parentElement;\n\t}\n}\nfunction createVisualElement() {\n\treturn new HTMLVisualElement({\n\t\tprops: {},\n\t\tpresenceContext: null,\n\t\tvisualState: {\n\t\t\tlatestValues: {},\n\t\t\trenderState: {\n\t\t\t\ttransform: {},\n\t\t\t\ttransformOrigin: {},\n\t\t\t\tstyle: {},\n\t\t\t\tvars: {}\n\t\t\t}\n\t\t}\n\t}, { allowProjection: true });\n}\nfunction readNodeOptions(element, transition) {\n\tconst layoutAttr = element.getAttribute(\"data-layout\");\n\treturn {\n\t\tlayoutId: element.getAttribute(\"data-layout-id\") ?? void 0,\n\t\tlayout: layoutAttr !== null ? true : void 0,\n\t\tanimationType: !layoutAttr || layoutAttr === \"true\" ? \"both\" : layoutAttr,\n\t\ttransition\n\t};\n}\nfunction prepareNode(element, transition) {\n\tlet node = layoutNodes.get(element);\n\tif (!node) {\n\t\tlet visualElement = visualElementStore.get(element);\n\t\tif (!visualElement) {\n\t\t\tvisualElement = createVisualElement();\n\t\t\t/**\n\t\t\t* Values animate() has been rendering on this element move to\n\t\t\t* the VisualElement, so the layout animation composes with\n\t\t\t* them instead of overwriting them.\n\t\t\t*/\n\t\t\thandOffElementState(element, visualElement);\n\t\t}\n\t\t/**\n\t\t* A first-time element may carry a projection transform in its\n\t\t* inline style (e.g. it was cloned from an element mid-animation).\n\t\t* That transform isn't tracked in latestValues so the engine can't\n\t\t* reset it before measuring - clear it now so the first layout\n\t\t* measurement isn't inflated.\n\t\t*/\n\t\tif (element.style.transform && !hasTransform(visualElement.latestValues)) element.style.transform = \"\";\n\t\tnode = new HTMLProjectionNode(visualElement.latestValues, getProjectionParent(element));\n\t\tvisualElement.projection = node;\n\t\tnode.setOptions({\n\t\t\t...readNodeOptions(element, transition),\n\t\t\tvisualElement\n\t\t});\n\t\tnode.mount(element);\n\t\tlayoutNodes.set(element, node);\n\t} else node.setOptions(readNodeOptions(element, transition));\n\tnode.isPresent = true;\n\tif (node.options.onExitComplete) node.setOptions({ onExitComplete: void 0 });\n\treturn node;\n}\nfunction sortDocumentOrder(elements) {\n\treturn [...elements].sort((a, b) => a.compareDocumentPosition(b) & Node.DOCUMENT_POSITION_FOLLOWING ? -1 : 1);\n}\nfunction dropNode(element, node) {\n\tnode.setOptions({ onExitComplete: void 0 });\n\tif (!node.getStack() || node.isLead()) node.currentAnimation?.stop();\n\tnode.unmount();\n\tlayoutNodes.delete(element);\n}\nfunction flushPendingBuilders() {\n\tconst builders = pendingBuilders;\n\tpendingBuilders = void 0;\n\tflushPendingFrame();\n\t/**\n\t* Discover and mount every node across all builders before snapshotting\n\t* any of them. Mounting during an active update flags isLayoutDirty,\n\t* which would make that node's own willUpdate skip its snapshot.\n\t* Document order guarantees ancestors mount before descendants, even\n\t* when they're discovered by different builders.\n\t*/\n\tconst targets = /* @__PURE__ */ new Map();\n\tfor (const builder of builders) for (const element of builder.collectTargets()) {\n\t\tconst owners = targets.get(element);\n\t\towners ? owners.push(builder) : targets.set(element, [builder]);\n\t}\n\tconst union = /* @__PURE__ */ new Map();\n\tfor (const element of sortDocumentOrder(targets.keys())) {\n\t\tconst owners = targets.get(element);\n\t\tconst node = prepareNode(element, owners[owners.length - 1].transitionFor(element));\n\t\tfor (const owner of owners) owner.adopt(element, node);\n\t\tunion.set(element, node);\n\t}\n\tunion.forEach((node) => {\n\t\tnode.isLayoutDirty = false;\n\t\tnode.willUpdate();\n\t});\n\tconst updatePromises = [];\n\tfor (const builder of builders) {\n\t\tconst result = builder.runUpdate();\n\t\tif (result) updatePromises.push(result);\n\t}\n\tconst commit = () => {\n\t\t/**\n\t\t* Process all additions before any removals so that, even across\n\t\t* builders, a removed member knows whether a replacement with the\n\t\t* same layoutId was added in this commit.\n\t\t*/\n\t\tconst newMemberIds = /* @__PURE__ */ new Set();\n\t\tfor (const builder of builders) builder.reconcileAdditions(newMemberIds);\n\t\tfor (const builder of builders) builder.reconcileRemovals(newMemberIds);\n\t\tlet root;\n\t\tunion.forEach((node) => root || (root = node.root));\n\t\tfor (const builder of builders) root || (root = builder.getRoot());\n\t\troot?.didUpdate();\n\t\t/**\n\t\t* The root flushes the update on a microtask, synchronously\n\t\t* processing the frame that creates the layout animations. Collect\n\t\t* them in a later microtask step of the same pass.\n\t\t*/\n\t\tmicrotask.render(() => {\n\t\t\tfor (const builder of builders) builder.finalize();\n\t\t});\n\t};\n\tupdatePromises.length ? Promise.all(updatePromises).then(commit) : commit();\n}\nvar LayoutAnimationBuilder = class {\n\tconstructor(scope, updateDom, defaultOptions) {\n\t\tthis.scope = scope;\n\t\tthis.updateDom = updateDom;\n\t\tthis.defaultOptions = defaultOptions;\n\t\tthis.sharedTransitions = /* @__PURE__ */ new Map();\n\t\tthis.notifyReady = () => {};\n\t\tthis.rejectReady = () => {};\n\t\tthis.tracked = /* @__PURE__ */ new Map();\n\t\tthis.restorePoints = /* @__PURE__ */ new Map();\n\t\tthis.readyPromise = new Promise((resolve, reject) => {\n\t\t\tthis.notifyReady = resolve;\n\t\t\tthis.rejectReady = reject;\n\t\t});\n\t\tif (!pendingBuilders) {\n\t\t\tpendingBuilders = [];\n\t\t\tqueueMicrotask(flushPendingBuilders);\n\t\t}\n\t\tpendingBuilders.push(this);\n\t}\n\tshared(id, transition) {\n\t\tthis.sharedTransitions.set(id, transition);\n\t\treturn this;\n\t}\n\tthen(resolve, reject) {\n\t\treturn this.readyPromise.then(resolve, reject);\n\t}\n\ttransitionFor(element) {\n\t\tconst layoutId = element.getAttribute(\"data-layout-id\");\n\t\treturn layoutId && this.sharedTransitions.get(layoutId) || this.defaultOptions;\n\t}\n\tadopt(element, node) {\n\t\tthis.tracked.set(element, node);\n\t\tthis.restorePoints.set(element, {\n\t\t\tparent: element.parentElement,\n\t\t\tnext: element.nextSibling\n\t\t});\n\t}\n\tcollectTargets() {\n\t\treturn collectLayoutElements(this.scope);\n\t}\n\trunUpdate() {\n\t\ttry {\n\t\t\tconst result = this.updateDom();\n\t\t\tif (result && typeof result.then === \"function\") return result.then(void 0, (error) => {\n\t\t\t\tthis.updateError = error;\n\t\t\t});\n\t\t} catch (error) {\n\t\t\tthis.updateError = error;\n\t\t}\n\t}\n\treconcileAdditions(newMemberIds) {\n\t\tfor (const element of collectLayoutElements(this.scope)) {\n\t\t\tif (this.tracked.has(element)) continue;\n\t\t\tconst node = prepareNode(element, this.transitionFor(element));\n\t\t\tthis.adopt(element, node);\n\t\t\tnode.options.layoutId && newMemberIds.add(node.options.layoutId);\n\t\t}\n\t}\n\treconcileRemovals(newMemberIds) {\n\t\tthis.tracked.forEach((node, element) => {\n\t\t\tif (element.isConnected) return;\n\t\t\tconst restore = this.restorePoints.get(element);\n\t\t\tthis.restorePoints.delete(element);\n\t\t\tconst { layoutId } = node.options;\n\t\t\tconst stack = node.getStack();\n\t\t\tconst hasSurvivor = stack && stack.members.some((member) => member !== node && member.instance?.isConnected);\n\t\t\t/**\n\t\t\t* A removed lead with a surviving stack member - and no\n\t\t\t* replacement member added this commit - runs an exit\n\t\t\t* crossfade: restore the element to its old position in the\n\t\t\t* DOM, relegate it and let the survivor take over. It's\n\t\t\t* removed again once the animation completes.\n\t\t\t*/\n\t\t\tif (layoutId && node.isLead() && hasSurvivor && !newMemberIds.has(layoutId)) {\n\t\t\t\tif (restore && restore.parent.isConnected) {\n\t\t\t\t\trestore.parent.insertBefore(element, restore.next && restore.next.parentNode === restore.parent ? restore.next : null);\n\t\t\t\t\tnode.isPresent = false;\n\t\t\t\t\tnode.setOptions({ onExitComplete: () => {\n\t\t\t\t\t\telement.remove();\n\t\t\t\t\t\tdropNode(element, node);\n\t\t\t\t\t} });\n\t\t\t\t\tif (node.relegate()) return;\n\t\t\t\t\telement.remove();\n\t\t\t\t}\n\t\t\t}\n\t\t\tdropNode(element, node);\n\t\t\tthis.tracked.delete(element);\n\t\t});\n\t}\n\tgetRoot() {\n\t\tlet root;\n\t\tthis.tracked.forEach((node) => root || (root = node.root));\n\t\treturn root;\n\t}\n\tfinalize() {\n\t\tif (this.updateError) {\n\t\t\tthis.rejectReady(this.updateError);\n\t\t\treturn;\n\t\t}\n\t\tconst animations = /* @__PURE__ */ new Set();\n\t\tthis.tracked.forEach((node) => {\n\t\t\tif (node.instance && node.currentAnimation) animations.add(node.currentAnimation);\n\t\t});\n\t\tthis.notifyReady(new GroupAnimation([...animations]));\n\t}\n};\nfunction parseAnimateLayoutArgs(scopeOrUpdateDom, updateDomOrOptions, options) {\n\tif (typeof scopeOrUpdateDom === \"function\") return {\n\t\tscope: document,\n\t\tupdateDom: scopeOrUpdateDom,\n\t\tdefaultOptions: updateDomOrOptions\n\t};\n\treturn {\n\t\tscope: scopeOrUpdateDom instanceof Document ? scopeOrUpdateDom : resolveElements(scopeOrUpdateDom)[0] ?? document,\n\t\tupdateDom: updateDomOrOptions,\n\t\tdefaultOptions: options\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/layout/animate-layout.mjs\n/**\n* Animate layout changes made within `updateDom` on elements tagged\n* with `data-layout` or `data-layout-id`.\n*\n* ```\n* animateLayout(() => {\n*     element.style.justifyContent = \"flex-end\"\n* })\n* ```\n*/\nfunction animateLayout(scopeOrUpdateDom, updateDomOrOptions, options) {\n\tconst { scope, updateDom, defaultOptions } = parseAnimateLayoutArgs(scopeOrUpdateDom, updateDomOrOptions, options);\n\treturn new LayoutAnimationBuilder(scope, updateDom, defaultOptions);\n}\n\n//#endregion\n//#region ../../../node_modules/motion-dom/dist/es/frameloop/index-legacy.mjs\n/**\n* @deprecated\n*\n* Import as `frame` instead.\n*/\nconst sync = frame;\n/**\n* @deprecated\n*\n* Use cancelFrame(callback) instead.\n*/\nconst cancelSync = stepsOrder.reduce((acc, key) => {\n\tacc[key] = (process) => cancelFrame(process);\n\treturn acc;\n}, {});\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/context/MotionConfigContext.mjs\n/**\n* @public\n*/\nconst MotionConfigContext = createContext({\n\ttransformPagePoint: (p) => p,\n\tisStatic: false,\n\treducedMotion: \"never\"\n});\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-composed-ref.mjs\n/**\n* Taken from https://github.com/radix-ui/primitives/blob/main/packages/react/compose-refs/src/compose-refs.tsx\n*/\n/**\n* Set a given ref to a given value\n* This utility takes care of different types of refs: callback refs and RefObject(s)\n*/\nfunction setRef(ref, value) {\n\tif (typeof ref === \"function\") return ref(value);\n\telse if (ref !== null && ref !== void 0) ref.current = value;\n}\n/**\n* A utility to compose multiple refs together\n* Accepts callback refs and RefObject(s)\n*/\nfunction composeRefs(...refs) {\n\treturn (node) => {\n\t\tlet hasCleanup = false;\n\t\tconst cleanups = refs.map((ref) => {\n\t\t\tconst cleanup = setRef(ref, node);\n\t\t\tif (!hasCleanup && typeof cleanup === \"function\") hasCleanup = true;\n\t\t\treturn cleanup;\n\t\t});\n\t\tif (hasCleanup) return () => {\n\t\t\tfor (let i = 0; i < cleanups.length; i++) {\n\t\t\t\tconst cleanup = cleanups[i];\n\t\t\t\tif (typeof cleanup === \"function\") cleanup();\n\t\t\t\telse setRef(refs[i], null);\n\t\t\t}\n\t\t};\n\t};\n}\n/**\n* A custom hook that composes multiple refs\n* Accepts callback refs and RefObject(s)\n*/\nfunction useComposedRefs(...refs) {\n\treturn React$1.useCallback(composeRefs(...refs), refs);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/AnimatePresence/PopChild.mjs\n/**\n* Measurement functionality has to be within a separate component\n* to leverage snapshot lifecycle.\n*/\nvar PopChildMeasure = class extends React$1.Component {\n\tgetSnapshotBeforeUpdate(prevProps) {\n\t\tconst element = this.props.childRef.current;\n\t\tif (isHTMLElement(element) && prevProps.isPresent && !this.props.isPresent && this.props.pop !== false) {\n\t\t\tconst parent = element.offsetParent;\n\t\t\tconst parentWidth = isHTMLElement(parent) ? parent.offsetWidth || 0 : 0;\n\t\t\tconst parentHeight = isHTMLElement(parent) ? parent.offsetHeight || 0 : 0;\n\t\t\tconst computedStyle = getComputedStyle(element);\n\t\t\tconst size = this.props.sizeRef.current;\n\t\t\tsize.height = parseFloat(computedStyle.height);\n\t\t\tsize.width = parseFloat(computedStyle.width);\n\t\t\tsize.top = element.offsetTop;\n\t\t\tsize.left = element.offsetLeft;\n\t\t\tsize.right = parentWidth - size.width - size.left;\n\t\t\tsize.bottom = parentHeight - size.height - size.top;\n\t\t\tsize.direction = computedStyle.direction;\n\t\t}\n\t\treturn null;\n\t}\n\t/**\n\t* Required with getSnapshotBeforeUpdate to stop React complaining.\n\t*/\n\tcomponentDidUpdate() {}\n\trender() {\n\t\treturn this.props.children;\n\t}\n};\nfunction PopChild({ children, isPresent, anchorX, anchorY, root, pop }) {\n\tconst id = useId();\n\tconst ref = useRef(null);\n\tconst size = useRef({\n\t\twidth: 0,\n\t\theight: 0,\n\t\ttop: 0,\n\t\tleft: 0,\n\t\tright: 0,\n\t\tbottom: 0,\n\t\tdirection: \"ltr\"\n\t});\n\tconst { nonce } = useContext(MotionConfigContext);\n\t/**\n\t* In React 19, refs are passed via props.ref instead of element.ref.\n\t* We check props.ref first (React 19) and fall back to element.ref (React 18).\n\t*\n\t* The composed ref is only used when popping the child out (pop !== false),\n\t* so we avoid reading children.props.ref otherwise. In React 18.3 that read\n\t* triggers a spurious \"`ref` is not a prop\" warning getter (#3745).\n\t*/\n\tconst childRef = pop !== false ? children.props?.ref ?? children?.ref : void 0;\n\tconst composedRef = useComposedRefs(ref, childRef);\n\t/**\n\t* We create and inject a style block so we can apply this explicit\n\t* sizing in a non-destructive manner by just deleting the style block.\n\t*\n\t* We can't apply size via render as the measurement happens\n\t* in getSnapshotBeforeUpdate (post-render), likewise if we apply the\n\t* styles directly on the DOM node, we might be overwriting\n\t* styles set via the style prop.\n\t*/\n\tuseInsertionEffect(() => {\n\t\tconst { width, height, top, left, right, bottom, direction } = size.current;\n\t\tif (isPresent || pop === false || !ref.current || !width || !height) return;\n\t\tconst isRTL = direction === \"rtl\";\n\t\tconst x = anchorX === \"left\" ? isRTL ? `right: ${right}` : `left: ${left}` : isRTL ? `left: ${left}` : `right: ${right}`;\n\t\tconst y = anchorY === \"bottom\" ? `bottom: ${bottom}` : `top: ${top}`;\n\t\tconst element = ref.current;\n\t\telement.dataset.motionPopId = id;\n\t\t/**\n\t\t* Use the element's own document so this works when rendering\n\t\t* into another window or iframe (e.g. via window.open()).\n\t\t*/\n\t\tconst doc = element.ownerDocument;\n\t\tconst style = doc.createElement(\"style\");\n\t\tif (nonce) style.nonce = nonce;\n\t\tconst parent = root ?? doc.head;\n\t\tparent.appendChild(style);\n\t\tif (style.sheet) style.sheet.insertRule(`\n          [data-motion-pop-id=\"${id}\"] {\n            position: absolute !important;\n            width: ${width}px !important;\n            height: ${height}px !important;\n            ${x}px !important;\n            ${y}px !important;\n          }\n        `);\n\t\treturn () => {\n\t\t\tref.current?.removeAttribute(\"data-motion-pop-id\");\n\t\t\tif (parent.contains(style)) parent.removeChild(style);\n\t\t};\n\t}, [isPresent]);\n\treturn jsx(PopChildMeasure, {\n\t\tisPresent,\n\t\tchildRef: ref,\n\t\tsizeRef: size,\n\t\tpop,\n\t\tchildren: pop === false ? children : React$1.cloneElement(children, { ref: composedRef })\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/AnimatePresence/PresenceChild.mjs\nconst PresenceChild = ({ children, initial, isPresent, onExitComplete, custom, presenceAffectsLayout, mode, anchorX, anchorY, root }) => {\n\tconst presenceChildren = useConstant(newChildrenMap);\n\tconst id = useId();\n\tconst isPresentRef = useRef(isPresent);\n\tconst onExitCompleteRef = useRef(onExitComplete);\n\tuseIsomorphicLayoutEffect(() => {\n\t\tisPresentRef.current = isPresent;\n\t\tonExitCompleteRef.current = onExitComplete;\n\t});\n\tlet isReusedContext = true;\n\tlet context = useMemo(() => {\n\t\tisReusedContext = false;\n\t\treturn {\n\t\t\tid,\n\t\t\tinitial,\n\t\t\tisPresent,\n\t\t\tcustom,\n\t\t\tonExitComplete: (childId) => {\n\t\t\t\tpresenceChildren.set(childId, true);\n\t\t\t\tfor (const isComplete of presenceChildren.values()) if (!isComplete) return;\n\t\t\t\tonExitComplete && onExitComplete();\n\t\t\t},\n\t\t\tregister: (childId) => {\n\t\t\t\tpresenceChildren.set(childId, false);\n\t\t\t\treturn () => {\n\t\t\t\t\tpresenceChildren.delete(childId);\n\t\t\t\t\t!isPresentRef.current && !presenceChildren.size && onExitCompleteRef.current?.();\n\t\t\t\t};\n\t\t\t}\n\t\t};\n\t}, [\n\t\tisPresent,\n\t\tpresenceChildren,\n\t\tonExitComplete\n\t]);\n\t/**\n\t* If the presence of a child affects the layout of the components around it,\n\t* we want to make a new context value to ensure they get re-rendered\n\t* so they can detect that layout change.\n\t*/\n\tif (presenceAffectsLayout && isReusedContext) context = { ...context };\n\tuseMemo(() => {\n\t\tpresenceChildren.forEach((_, key) => presenceChildren.set(key, false));\n\t}, [isPresent]);\n\t/**\n\t* If there's no `motion` components to fire exit animations, we want to remove this\n\t* component immediately.\n\t*/\n\tReact$1.useEffect(() => {\n\t\t!isPresent && !presenceChildren.size && onExitComplete && onExitComplete();\n\t}, [isPresent]);\n\tchildren = jsx(PopChild, {\n\t\tpop: mode === \"popLayout\",\n\t\tisPresent,\n\t\tanchorX,\n\t\tanchorY,\n\t\troot,\n\t\tchildren\n\t});\n\treturn jsx(PresenceContext.Provider, {\n\t\tvalue: context,\n\t\tchildren\n\t});\n};\nfunction newChildrenMap() {\n\treturn /* @__PURE__ */ new Map();\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/AnimatePresence/use-presence.mjs\n/**\n* When a component is the child of `AnimatePresence`, it can use `usePresence`\n* to access information about whether it's still present in the React tree.\n*\n* ```jsx\n* import { usePresence } from \"framer-motion\"\n*\n* export const Component = () => {\n*   const [isPresent, safeToRemove] = usePresence()\n*\n*   useEffect(() => {\n*     !isPresent && setTimeout(safeToRemove, 1000)\n*   }, [isPresent])\n*\n*   return <div />\n* }\n* ```\n*\n* If `isPresent` is `false`, it means that a component has been removed from the tree,\n* but `AnimatePresence` won't really remove it until `safeToRemove` has been called.\n*\n* @public\n*/\nfunction usePresence(subscribe = true) {\n\tconst context = useContext(PresenceContext);\n\tif (context === null) return [true, null];\n\tconst { isPresent, onExitComplete, register } = context;\n\tconst id = useId();\n\tuseEffect(() => {\n\t\tif (subscribe) return register(id);\n\t}, [subscribe]);\n\tconst safeToRemove = useCallback(() => subscribe && onExitComplete && onExitComplete(id), [\n\t\tid,\n\t\tonExitComplete,\n\t\tsubscribe\n\t]);\n\treturn !isPresent && onExitComplete ? [false, safeToRemove] : [true];\n}\n/**\n* Similar to `usePresence`, except `useIsPresent` simply returns whether or not the component is present.\n* There is no `safeToRemove` function.\n*\n* ```jsx\n* import { useIsPresent } from \"framer-motion\"\n*\n* export const Component = () => {\n*   const isPresent = useIsPresent()\n*\n*   useEffect(() => {\n*     !isPresent && console.log(\"I've been removed!\")\n*   }, [isPresent])\n*\n*   return <div />\n* }\n* ```\n*\n* @public\n*/\nfunction useIsPresent() {\n\treturn isPresent(useContext(PresenceContext));\n}\nfunction isPresent(context) {\n\treturn context === null ? true : context.isPresent;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/AnimatePresence/utils.mjs\nconst getChildKey = (child) => child.key || \"\";\nfunction onlyElements(children) {\n\tconst filtered = [];\n\tChildren.forEach(children, (child) => {\n\t\tif (isValidElement(child)) filtered.push(child);\n\t});\n\treturn filtered;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/AnimatePresence/index.mjs\n/**\n* `AnimatePresence` enables the animation of components that have been removed from the tree.\n*\n* When adding/removing more than a single child, every child **must** be given a unique `key` prop.\n*\n* Any `motion` components that have an `exit` property defined will animate out when removed from\n* the tree.\n*\n* ```jsx\n* import { motion, AnimatePresence } from 'framer-motion'\n*\n* export const Items = ({ items }) => (\n*   <AnimatePresence>\n*     {items.map(item => (\n*       <motion.div\n*         key={item.id}\n*         initial={{ opacity: 0 }}\n*         animate={{ opacity: 1 }}\n*         exit={{ opacity: 0 }}\n*       />\n*     ))}\n*   </AnimatePresence>\n* )\n* ```\n*\n* You can sequence exit animations throughout a tree using variants.\n*\n* If a child contains multiple `motion` components with `exit` props, it will only unmount the child\n* once all `motion` components have finished animating out. Likewise, any components using\n* `usePresence` all need to call `safeToRemove`.\n*\n* @public\n*/\nconst AnimatePresence = ({ children, custom, initial = true, onExitComplete, presenceAffectsLayout = true, mode = \"sync\", propagate = false, anchorX = \"left\", anchorY = \"top\", root }) => {\n\tconst [isParentPresent, safeToRemove] = usePresence(propagate);\n\t/**\n\t* Filter any children that aren't ReactElements. We can only track components\n\t* between renders with a props.key.\n\t*/\n\tconst presentChildren = useMemo(() => onlyElements(children), [children]);\n\t/**\n\t* Track the keys of the currently rendered children. This is used to\n\t* determine which children are exiting.\n\t*/\n\tconst presentKeys = propagate && !isParentPresent ? [] : presentChildren.map(getChildKey);\n\t/**\n\t* If `initial={false}` we only want to pass this to components in the first render.\n\t*/\n\tconst isInitialRender = useRef(true);\n\t/**\n\t* Track which exiting children have finished animating out.\n\t*/\n\tconst exitComplete = useConstant(() => /* @__PURE__ */ new Map());\n\t/**\n\t* Track which components are currently processing exit to prevent duplicate processing.\n\t*/\n\tconst exitingComponents = useRef(/* @__PURE__ */ new Set());\n\t/**\n\t* Save children to render as React state. To ensure this component is concurrent-safe,\n\t* we check for exiting children via an effect.\n\t*/\n\tconst [diffedChildren, setDiffedChildren] = useState(presentChildren);\n\tconst [renderedChildren, setRenderedChildren] = useState(presentChildren);\n\tuseIsomorphicLayoutEffect(() => {\n\t\tif (propagate && !isParentPresent && !renderedChildren.length) safeToRemove?.();\n\t}, [\n\t\tisParentPresent,\n\t\tpropagate,\n\t\trenderedChildren.length,\n\t\tsafeToRemove\n\t]);\n\tuseIsomorphicLayoutEffect(() => {\n\t\tisInitialRender.current = false;\n\t\t/**\n\t\t* Update complete status of exiting children.\n\t\t*/\n\t\tfor (let i = 0; i < renderedChildren.length; i++) {\n\t\t\tconst key = getChildKey(renderedChildren[i]);\n\t\t\tif (!presentKeys.includes(key)) {\n\t\t\t\tif (exitComplete.get(key) !== true) exitComplete.set(key, false);\n\t\t\t} else {\n\t\t\t\texitComplete.delete(key);\n\t\t\t\texitingComponents.current.delete(key);\n\t\t\t}\n\t\t}\n\t}, [\n\t\trenderedChildren,\n\t\tpresentKeys.length,\n\t\tpresentKeys.join(\"-\")\n\t]);\n\tconst exitingChildren = [];\n\tif (presentChildren !== diffedChildren) {\n\t\tlet nextChildren = [...presentChildren];\n\t\t/**\n\t\t* Loop through all the currently rendered components and decide which\n\t\t* are exiting.\n\t\t*\n\t\t* Exiting children are reinserted directly after the child they\n\t\t* previously followed. Splicing at their index within the previously\n\t\t* rendered children, as we used to, indexes into the wrong list: it\n\t\t* can interleave them with entering children and push present children\n\t\t* to new positions, remounting them (#3746).\n\t\t*/\n\t\tlet insertionIndex = 0;\n\t\tfor (const child of renderedChildren) {\n\t\t\tconst presentIndex = presentKeys.indexOf(getChildKey(child));\n\t\t\tif (presentIndex === -1) {\n\t\t\t\tnextChildren.splice(insertionIndex++, 0, child);\n\t\t\t\texitingChildren.push(child);\n\t\t\t} else insertionIndex = presentIndex + exitingChildren.length + 1;\n\t\t}\n\t\t/**\n\t\t* Once every exiting child has finished animating out, remove them\n\t\t* all at once. Otherwise, if we're in \"wait\" mode, we want to only\n\t\t* render the exiting children until they've all exited.\n\t\t*/\n\t\tif (exitingChildren.every((child) => exitComplete.get(getChildKey(child)))) nextChildren = presentChildren;\n\t\telse if (mode === \"wait\") nextChildren = exitingChildren;\n\t\tsetRenderedChildren(onlyElements(nextChildren));\n\t\tsetDiffedChildren(presentChildren);\n\t\t/**\n\t\t* Early return to ensure once we've set state with the latest diffed\n\t\t* children, we can immediately re-render.\n\t\t*/\n\t\treturn null;\n\t}\n\t/**\n\t* If we've been provided a forceRender function by the LayoutGroupContext,\n\t* we can use it to force a re-render amongst all surrounding components once\n\t* all components have finished animating out.\n\t*/\n\tconst { forceRender } = useContext(LayoutGroupContext);\n\treturn jsx(Fragment$1, { children: renderedChildren.map((child) => {\n\t\tconst key = getChildKey(child);\n\t\tconst isPresent = propagate && !isParentPresent ? false : presentChildren === renderedChildren || presentKeys.includes(key);\n\t\tconst onExit = () => {\n\t\t\tif (exitingComponents.current.has(key)) return;\n\t\t\tif (exitComplete.has(key)) {\n\t\t\t\texitingComponents.current.add(key);\n\t\t\t\texitComplete.set(key, true);\n\t\t\t} else return;\n\t\t\tlet isEveryExitComplete = true;\n\t\t\texitComplete.forEach((isExitComplete) => {\n\t\t\t\tif (!isExitComplete) isEveryExitComplete = false;\n\t\t\t});\n\t\t\tif (isEveryExitComplete) {\n\t\t\t\tforceRender?.();\n\t\t\t\t/**\n\t\t\t\t* Re-diff rather than setting the children to render\n\t\t\t\t* directly: this update can be applied after a\n\t\t\t\t* transition has committed new children, so any\n\t\t\t\t* children read now could be stale by then.\n\t\t\t\t*/\n\t\t\t\tsetDiffedChildren([]);\n\t\t\t\tpropagate && safeToRemove?.();\n\t\t\t\tonExitComplete && onExitComplete();\n\t\t\t}\n\t\t};\n\t\treturn jsx(PresenceChild, {\n\t\t\tisPresent,\n\t\t\tinitial: !isInitialRender.current || initial ? void 0 : false,\n\t\t\tcustom,\n\t\t\tpresenceAffectsLayout,\n\t\t\tmode,\n\t\t\troot,\n\t\t\tonExitComplete: isPresent ? void 0 : onExit,\n\t\t\tanchorX,\n\t\t\tanchorY,\n\t\t\tchildren: child\n\t\t}, key);\n\t}) });\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/context/DeprecatedLayoutGroupContext.mjs\n/**\n* Note: Still used by components generated by old versions of Framer\n*\n* @deprecated\n*/\nconst DeprecatedLayoutGroupContext = createContext(null);\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-is-mounted.mjs\nfunction useIsMounted() {\n\tconst isMounted = useRef(false);\n\tuseIsomorphicLayoutEffect(() => {\n\t\tisMounted.current = true;\n\t\treturn () => {\n\t\t\tisMounted.current = false;\n\t\t};\n\t}, []);\n\treturn isMounted;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-force-update.mjs\nfunction useForceUpdate() {\n\tconst isMounted = useIsMounted();\n\tconst [forcedRenderCount, setForcedRenderCount] = useState(0);\n\tconst forceRender = useCallback(() => {\n\t\tisMounted.current && setForcedRenderCount(forcedRenderCount + 1);\n\t}, [forcedRenderCount]);\n\treturn [useCallback(() => frame.postRender(forceRender), [forceRender]), forcedRenderCount];\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/LayoutGroup/index.mjs\nconst shouldInheritGroup = (inherit) => inherit === true;\nconst shouldInheritId = (inherit) => shouldInheritGroup(inherit === true) || inherit === \"id\";\nconst LayoutGroup = ({ children, id, inherit = true }) => {\n\tconst layoutGroupContext = useContext(LayoutGroupContext);\n\tconst deprecatedLayoutGroupContext = useContext(DeprecatedLayoutGroupContext);\n\tconst [forceRender, key] = useForceUpdate();\n\tconst context = useRef(null);\n\tconst upstreamId = layoutGroupContext.id || deprecatedLayoutGroupContext;\n\tif (context.current === null) {\n\t\tif (shouldInheritId(inherit) && upstreamId) id = id ? upstreamId + \"-\" + id : upstreamId;\n\t\tcontext.current = {\n\t\t\tid,\n\t\t\tgroup: shouldInheritGroup(inherit) ? layoutGroupContext.group || nodeGroup() : nodeGroup()\n\t\t};\n\t}\n\tconst memoizedContext = useMemo(() => ({\n\t\t...context.current,\n\t\tforceRender\n\t}), [key]);\n\treturn jsx(LayoutGroupContext.Provider, {\n\t\tvalue: memoizedContext,\n\t\tchildren\n\t});\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/context/LazyContext.mjs\nconst LazyContext = createContext({ strict: false });\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/features/definitions.mjs\nconst featureProps = {\n\tanimation: [\n\t\t\"animate\",\n\t\t\"variants\",\n\t\t\"whileHover\",\n\t\t\"whileTap\",\n\t\t\"exit\",\n\t\t\"whileInView\",\n\t\t\"whileFocus\",\n\t\t\"whileDrag\"\n\t],\n\texit: [\"exit\"],\n\tdrag: [\"drag\", \"dragControls\"],\n\tfocus: [\"whileFocus\"],\n\thover: [\n\t\t\"whileHover\",\n\t\t\"onHoverStart\",\n\t\t\"onHoverEnd\"\n\t],\n\ttap: [\n\t\t\"whileTap\",\n\t\t\"onTap\",\n\t\t\"onTapStart\",\n\t\t\"onTapCancel\"\n\t],\n\tpan: [\n\t\t\"onPan\",\n\t\t\"onPanStart\",\n\t\t\"onPanSessionStart\",\n\t\t\"onPanEnd\"\n\t],\n\tinView: [\n\t\t\"whileInView\",\n\t\t\"onViewportEnter\",\n\t\t\"onViewportLeave\"\n\t],\n\tlayout: [\"layout\", \"layoutId\"]\n};\nlet isInitialized = false;\n/**\n* Initialize feature definitions with isEnabled checks.\n* This must be called before any motion components are rendered.\n*/\nfunction initFeatureDefinitions() {\n\tif (isInitialized) return;\n\tconst initialFeatureDefinitions = {};\n\tfor (const key in featureProps) initialFeatureDefinitions[key] = { isEnabled: (props) => featureProps[key].some((name) => !!props[name]) };\n\tsetFeatureDefinitions(initialFeatureDefinitions);\n\tisInitialized = true;\n}\n/**\n* Get the current feature definitions, initializing if needed.\n*/\nfunction getInitializedFeatureDefinitions() {\n\tinitFeatureDefinitions();\n\treturn getFeatureDefinitions();\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/features/load-features.mjs\nfunction loadFeatures(features) {\n\tconst featureDefinitions = getInitializedFeatureDefinitions();\n\tfor (const key in features) featureDefinitions[key] = {\n\t\t...featureDefinitions[key],\n\t\t...features[key]\n\t};\n\tsetFeatureDefinitions(featureDefinitions);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/LazyMotion/index.mjs\n/**\n* Used in conjunction with the `m` component to reduce bundle size.\n*\n* `m` is a version of the `motion` component that only loads functionality\n* critical for the initial render.\n*\n* `LazyMotion` can then be used to either synchronously or asynchronously\n* load animation and gesture support.\n*\n* ```jsx\n* // Synchronous loading\n* import { LazyMotion, m, domAnimation } from \"framer-motion\"\n*\n* function App() {\n*   return (\n*     <LazyMotion features={domAnimation}>\n*       <m.div animate={{ scale: 2 }} />\n*     </LazyMotion>\n*   )\n* }\n*\n* // Asynchronous loading\n* import { LazyMotion, m } from \"framer-motion\"\n*\n* function App() {\n*   return (\n*     <LazyMotion features={() => import('./path/to/domAnimation')}>\n*       <m.div animate={{ scale: 2 }} />\n*     </LazyMotion>\n*   )\n* }\n* ```\n*\n* @public\n*/\nfunction LazyMotion({ children, features, strict = false }) {\n\tconst [, setIsLoaded] = useState(!isLazyBundle(features));\n\tconst loadedRenderer = useRef(void 0);\n\t/**\n\t* If this is a synchronous load, load features immediately\n\t*/\n\tif (!isLazyBundle(features)) {\n\t\tconst { renderer, ...loadedFeatures } = features;\n\t\tloadedRenderer.current = renderer;\n\t\tloadFeatures(loadedFeatures);\n\t}\n\tuseEffect(() => {\n\t\tif (isLazyBundle(features)) features().then(({ renderer, ...loadedFeatures }) => {\n\t\t\tloadFeatures(loadedFeatures);\n\t\t\tloadedRenderer.current = renderer;\n\t\t\tsetIsLoaded(true);\n\t\t});\n\t}, []);\n\treturn jsx(LazyContext.Provider, {\n\t\tvalue: {\n\t\t\trenderer: loadedRenderer.current,\n\t\t\tstrict\n\t\t},\n\t\tchildren\n\t});\n}\nfunction isLazyBundle(features) {\n\treturn typeof features === \"function\";\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/MotionConfig/index.mjs\n/**\n* `MotionConfig` is used to set configuration options for all children `motion` components.\n*\n* ```jsx\n* import { motion, MotionConfig } from \"framer-motion\"\n*\n* export function App() {\n*   return (\n*     <MotionConfig transition={{ type: \"spring\" }}>\n*       <motion.div animate={{ x: 100 }} />\n*     </MotionConfig>\n*   )\n* }\n* ```\n*\n* @public\n*/\nfunction MotionConfig({ children, ...config }) {\n\t/**\n\t* Inherit props from any parent MotionConfig components\n\t*/\n\tconst parentConfig = useContext(MotionConfigContext);\n\tconfig = {\n\t\t...parentConfig,\n\t\t...config\n\t};\n\tconfig.transition = resolveTransition(config.transition, parentConfig.transition);\n\t/**\n\t* Don't allow isStatic to change between renders as it affects how many hooks\n\t* motion components fire.\n\t*/\n\tconfig.isStatic = useConstant(() => config.isStatic);\n\t/**\n\t* Creating a new config context object will re-render every `motion` component\n\t* every time it renders. So we only want to create a new one sparingly.\n\t*/\n\tconst context = useMemo(() => config, [\n\t\tJSON.stringify(config.transition),\n\t\tconfig.transformPagePoint,\n\t\tconfig.reducedMotion,\n\t\tconfig.skipAnimations,\n\t\tconfig.isValidProp\n\t]);\n\treturn jsx(MotionConfigContext.Provider, {\n\t\tvalue: context,\n\t\tchildren\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/context/MotionContext/index.mjs\nconst MotionContext = /* @__PURE__ */ createContext({});\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/context/MotionContext/utils.mjs\nfunction getCurrentTreeVariants(props, context) {\n\tif (isControllingVariants(props)) {\n\t\tconst { initial, animate } = props;\n\t\treturn {\n\t\t\tinitial: initial === false || isVariantLabel(initial) ? initial : void 0,\n\t\t\tanimate: isVariantLabel(animate) ? animate : void 0\n\t\t};\n\t}\n\treturn props.inherit !== false ? context : {};\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/context/MotionContext/create.mjs\nfunction useCreateMotionContext(props) {\n\tconst { initial, animate } = getCurrentTreeVariants(props, useContext(MotionContext));\n\treturn useMemo(() => ({\n\t\tinitial,\n\t\tanimate\n\t}), [variantLabelsAsDependency(initial), variantLabelsAsDependency(animate)]);\n}\nfunction variantLabelsAsDependency(prop) {\n\treturn Array.isArray(prop) ? prop.join(\" \") : prop;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/html/utils/create-render-state.mjs\nconst createHtmlRenderState = () => ({\n\tstyle: {},\n\ttransform: {},\n\ttransformOrigin: {},\n\tvars: {}\n});\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/html/use-props.mjs\nfunction copyRawValuesOnly(target, source, props) {\n\tfor (const key in source) if (!isMotionValue(source[key]) && !isForcedMotionValue(key, props)) target[key] = source[key];\n}\nfunction useInitialMotionValues({ transformTemplate }, visualState) {\n\treturn useMemo(() => {\n\t\tconst state = createHtmlRenderState();\n\t\tbuildHTMLStyles(state, visualState, transformTemplate);\n\t\treturn Object.assign({}, state.vars, state.style);\n\t}, [visualState]);\n}\nfunction useStyle(props, visualState) {\n\tconst styleProp = props.style || {};\n\tconst style = {};\n\t/**\n\t* Copy non-Motion Values straight into style\n\t*/\n\tcopyRawValuesOnly(style, styleProp, props);\n\tObject.assign(style, useInitialMotionValues(props, visualState));\n\treturn style;\n}\nfunction useHTMLProps(props, visualState) {\n\tconst htmlProps = {};\n\tconst style = useStyle(props, visualState);\n\tif (props.drag && props.dragListener !== false) {\n\t\thtmlProps.draggable = false;\n\t\tstyle.userSelect = style.WebkitUserSelect = style.WebkitTouchCallout = \"none\";\n\t\tstyle.touchAction = props.drag === true ? \"none\" : `pan-${props.drag === \"x\" ? \"y\" : \"x\"}`;\n\t}\n\tif (props.tabIndex === void 0 && (props.onTap || props.onTapStart || props.whileTap)) htmlProps.tabIndex = 0;\n\thtmlProps.style = style;\n\treturn htmlProps;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/svg/utils/create-render-state.mjs\nconst createSvgRenderState = () => ({\n\t...createHtmlRenderState(),\n\tattrs: {}\n});\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/svg/use-props.mjs\nfunction useSVGProps(props, visualState, _isStatic, Component) {\n\tconst visualProps = useMemo(() => {\n\t\tconst state = createSvgRenderState();\n\t\tbuildSVGAttrs(state, visualState, isSVGTag(Component), props.transformTemplate, props.style);\n\t\treturn {\n\t\t\t...state.attrs,\n\t\t\tstyle: { ...state.style }\n\t\t};\n\t}, [visualState]);\n\tif (props.style) {\n\t\tconst rawStyles = {};\n\t\tcopyRawValuesOnly(rawStyles, props.style, props);\n\t\tvisualProps.style = {\n\t\t\t...rawStyles,\n\t\t\t...visualProps.style\n\t\t};\n\t}\n\treturn visualProps;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/utils/valid-prop.mjs\n/**\n* A list of all valid MotionProps.\n*\n* @privateRemarks\n* This doesn't throw if a `MotionProp` name is missing - it should.\n*/\nconst validMotionProps = /* @__PURE__ */ new Set([\n\t\"animate\",\n\t\"exit\",\n\t\"variants\",\n\t\"initial\",\n\t\"style\",\n\t\"values\",\n\t\"transition\",\n\t\"transformTemplate\",\n\t\"custom\",\n\t\"inherit\",\n\t\"onBeforeLayoutMeasure\",\n\t\"onAnimationStart\",\n\t\"onAnimationComplete\",\n\t\"onUpdate\",\n\t\"onDragStart\",\n\t\"onDrag\",\n\t\"onDragEnd\",\n\t\"onMeasureDragConstraints\",\n\t\"onDirectionLock\",\n\t\"onDragTransitionEnd\",\n\t\"_dragX\",\n\t\"_dragY\",\n\t\"onHoverStart\",\n\t\"onHoverEnd\",\n\t\"onViewportEnter\",\n\t\"onViewportLeave\",\n\t\"globalTapTarget\",\n\t\"propagate\",\n\t\"ignoreStrict\",\n\t\"viewport\"\n]);\n/**\n* Check whether a prop name is a valid `MotionProp` key.\n*\n* @param key - Name of the property to check\n* @returns `true` is key is a valid `MotionProp`.\n*\n* @public\n*/\nfunction isValidMotionProp(key) {\n\treturn key.startsWith(\"while\") || key.startsWith(\"drag\") && key !== \"draggable\" || key.startsWith(\"layout\") || key.startsWith(\"onTap\") || key.startsWith(\"onPan\") || key.startsWith(\"onLayout\") || validMotionProps.has(key);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/utils/filter-props.mjs\nfunction shouldForward(key, isValidProp) {\n\treturn key.startsWith(\"on\") ? !isValidMotionProp(key) : isValidProp?.(key) ?? !isValidMotionProp(key);\n}\nfunction filterProps(props, isDom, forwardMotionProps, isValidProp) {\n\tconst filteredProps = {};\n\tfor (const key in props) {\n\t\t/**\n\t\t* values is considered a valid prop by Emotion, so if it's present\n\t\t* this will be rendered out to the DOM unless explicitly filtered.\n\t\t*\n\t\t* We check the type as it could be used with the `feColorMatrix`\n\t\t* element, which we support.\n\t\t*/\n\t\tif (key === \"values\" && typeof props.values === \"object\") continue;\n\t\tif (isMotionValue(props[key])) continue;\n\t\tif (shouldForward(key, isValidProp) || forwardMotionProps === true && isValidMotionProp(key) || !isDom && !isValidMotionProp(key) || props[\"draggable\"] && key.startsWith(\"onDrag\")) filteredProps[key] = props[key];\n\t}\n\treturn filteredProps;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/svg/lowercase-elements.mjs\n/**\n* We keep these listed separately as we use the lowercase tag names as part\n* of the runtime bundle to detect SVG components\n*/\nconst lowercaseSVGElements = [\n\t\"animate\",\n\t\"circle\",\n\t\"defs\",\n\t\"desc\",\n\t\"ellipse\",\n\t\"g\",\n\t\"image\",\n\t\"line\",\n\t\"filter\",\n\t\"marker\",\n\t\"mask\",\n\t\"metadata\",\n\t\"path\",\n\t\"pattern\",\n\t\"polygon\",\n\t\"polyline\",\n\t\"rect\",\n\t\"stop\",\n\t\"switch\",\n\t\"symbol\",\n\t\"svg\",\n\t\"text\",\n\t\"tspan\",\n\t\"use\",\n\t\"view\"\n];\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/utils/is-svg-component.mjs\nfunction isSVGComponent(Component) {\n\tif (typeof Component !== \"string\" || Component.includes(\"-\")) return false;\n\telse if (lowercaseSVGElements.indexOf(Component) > -1 || /[A-Z]/u.test(Component)) return true;\n\treturn false;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/use-render.mjs\nfunction useRender(Component, props, ref, { latestValues }, isStatic, forwardMotionProps = false, isSVG, isValidProp) {\n\tconst visualProps = (isSVG ?? isSVGComponent(Component) ? useSVGProps : useHTMLProps)(props, latestValues, isStatic, Component);\n\tconst filteredProps = filterProps(props, typeof Component === \"string\", forwardMotionProps, isValidProp);\n\tconst elementProps = Component !== Fragment ? {\n\t\t...filteredProps,\n\t\t...visualProps,\n\t\tref\n\t} : {};\n\t/**\n\t* If component has been handed a motion value as its child,\n\t* memoise its initial value and render that. Subsequent updates\n\t* will be handled by the onChange handler\n\t*/\n\tconst { children } = props;\n\tconst renderedChildren = useMemo(() => isMotionValue(children) ? children.get() : children, [children]);\n\treturn createElement(Component, {\n\t\t...elementProps,\n\t\tchildren: renderedChildren\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/utils/use-visual-state.mjs\nfunction makeState({ scrapeMotionValuesFromProps, createRenderState }, props, context, presenceContext) {\n\treturn {\n\t\tlatestValues: makeLatestValues(props, context, presenceContext, scrapeMotionValuesFromProps),\n\t\trenderState: createRenderState()\n\t};\n}\nfunction makeLatestValues(props, context, presenceContext, scrapeMotionValues) {\n\tconst values = {};\n\tconst motionValues = scrapeMotionValues(props, {});\n\tfor (const key in motionValues) values[key] = resolveMotionValue(motionValues[key]);\n\tlet { initial, animate } = props;\n\tconst isControllingVariants$1 = isControllingVariants(props);\n\tconst isVariantNode$1 = isVariantNode(props);\n\tif (context && isVariantNode$1 && !isControllingVariants$1 && props.inherit !== false) {\n\t\tif (initial === void 0) initial = context.initial;\n\t\tif (animate === void 0) animate = context.animate;\n\t}\n\tlet isInitialAnimationBlocked = presenceContext ? presenceContext.initial === false : false;\n\tisInitialAnimationBlocked = isInitialAnimationBlocked || initial === false;\n\tconst variantToSet = isInitialAnimationBlocked ? animate : initial;\n\tif (variantToSet && typeof variantToSet !== \"boolean\" && !isAnimationControls(variantToSet)) {\n\t\tconst list = Array.isArray(variantToSet) ? variantToSet : [variantToSet];\n\t\tfor (let i = 0; i < list.length; i++) {\n\t\t\tconst resolved = resolveVariantFromProps(props, list[i]);\n\t\t\tif (resolved) {\n\t\t\t\tconst { transitionEnd, transition, ...target } = resolved;\n\t\t\t\tfor (const key in target) {\n\t\t\t\t\tlet valueTarget = target[key];\n\t\t\t\t\tif (Array.isArray(valueTarget)) {\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t* Take final keyframe if the initial animation is blocked because\n\t\t\t\t\t\t* we want to initialise at the end of that blocked animation.\n\t\t\t\t\t\t*/\n\t\t\t\t\t\tconst index = isInitialAnimationBlocked ? valueTarget.length - 1 : 0;\n\t\t\t\t\t\tvalueTarget = valueTarget[index];\n\t\t\t\t\t}\n\t\t\t\t\tif (valueTarget !== null) values[key] = valueTarget;\n\t\t\t\t}\n\t\t\t\tfor (const key in transitionEnd) values[key] = transitionEnd[key];\n\t\t\t}\n\t\t}\n\t}\n\treturn values;\n}\nconst makeUseVisualState = (config) => (props, isStatic) => {\n\tconst context = useContext(MotionContext);\n\tconst presenceContext = useContext(PresenceContext);\n\tconst make = () => makeState(config, props, context, presenceContext);\n\treturn isStatic ? make() : useConstant(make);\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/html/use-html-visual-state.mjs\nconst useHTMLVisualState = /*@__PURE__*/ makeUseVisualState({\n\tscrapeMotionValuesFromProps: scrapeMotionValuesFromProps$1,\n\tcreateRenderState: createHtmlRenderState\n});\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/svg/use-svg-visual-state.mjs\nconst useSVGVisualState = /*@__PURE__*/ makeUseVisualState({\n\tscrapeMotionValuesFromProps,\n\tcreateRenderState: createSvgRenderState\n});\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/utils/symbol.mjs\nconst motionComponentSymbol = Symbol.for(\"motionComponentSymbol\");\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/utils/use-motion-ref.mjs\n/**\n* Creates a ref function that, when called, hydrates the provided\n* external ref and VisualElement.\n*/\nfunction useMotionRef(visualState, visualElement, externalRef) {\n\t/**\n\t* Store externalRef in a ref to avoid including it in the useCallback\n\t* dependency array. Including externalRef in dependencies causes issues\n\t* with libraries like Radix UI that create new callback refs on each render\n\t* when using asChild - this would cause the callback to be recreated,\n\t* triggering element remounts and breaking AnimatePresence exit animations.\n\t*/\n\tconst externalRefContainer = useRef(externalRef);\n\tuseInsertionEffect(() => {\n\t\texternalRefContainer.current = externalRef;\n\t});\n\tconst refCleanup = useRef(null);\n\treturn useCallback((instance) => {\n\t\tif (instance) visualState.onMount?.(instance);\n\t\tif (visualElement) instance ? visualElement.mount(instance) : visualElement.unmount();\n\t\tconst ref = externalRefContainer.current;\n\t\tif (typeof ref === \"function\") {\n\t\t\tif (instance) {\n\t\t\t\tconst cleanup = ref(instance);\n\t\t\t\tif (typeof cleanup === \"function\") refCleanup.current = cleanup;\n\t\t\t} else if (refCleanup.current) {\n\t\t\t\trefCleanup.current();\n\t\t\t\trefCleanup.current = null;\n\t\t\t} else ref(instance);\n\t\t} else if (ref) ref.current = instance;\n\t}, [visualElement]);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/context/SwitchLayoutGroupContext.mjs\n/**\n* Internal, exported only for usage in Framer\n*/\nconst SwitchLayoutGroupContext = createContext({});\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/is-ref-object.mjs\nfunction isRefObject(ref) {\n\treturn ref && typeof ref === \"object\" && Object.prototype.hasOwnProperty.call(ref, \"current\");\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/utils/use-visual-element.mjs\nfunction useVisualElement(Component, visualState, props, createVisualElement, ProjectionNodeConstructor, isSVG) {\n\tconst { visualElement: parent } = useContext(MotionContext);\n\tconst lazyContext = useContext(LazyContext);\n\tconst presenceContext = useContext(PresenceContext);\n\tconst motionConfig = useContext(MotionConfigContext);\n\tconst reducedMotionConfig = motionConfig.reducedMotion;\n\tconst skipAnimations = motionConfig.skipAnimations;\n\tconst visualElementRef = useRef(null);\n\t/**\n\t* Track whether the component has been through React's commit phase.\n\t* Used to detect when LazyMotion features load after the component has mounted.\n\t*/\n\tconst hasMountedOnce = useRef(false);\n\t/**\n\t* If we haven't preloaded a renderer, check to see if we have one lazy-loaded\n\t*/\n\tcreateVisualElement = createVisualElement || lazyContext.renderer;\n\tif (!visualElementRef.current && createVisualElement) {\n\t\tvisualElementRef.current = createVisualElement(Component, {\n\t\t\tvisualState,\n\t\t\tparent,\n\t\t\tprops,\n\t\t\tpresenceContext,\n\t\t\tblockInitialAnimation: presenceContext ? presenceContext.initial === false : false,\n\t\t\treducedMotionConfig,\n\t\t\tskipAnimations,\n\t\t\tisSVG\n\t\t});\n\t\t/**\n\t\t* If the component has already mounted before features loaded (e.g. via\n\t\t* LazyMotion with async feature loading), we need to force the initial\n\t\t* animation to run. Otherwise state changes that occurred before features\n\t\t* loaded will be lost and the element will snap to its final state.\n\t\t*/\n\t\tif (hasMountedOnce.current && visualElementRef.current) visualElementRef.current.manuallyAnimateOnMount = true;\n\t}\n\tconst visualElement = visualElementRef.current;\n\t/**\n\t* Load Motion gesture and animation features. These are rendered as renderless\n\t* components so each feature can optionally make use of React lifecycle methods.\n\t*/\n\tconst initialLayoutGroupConfig = useContext(SwitchLayoutGroupContext);\n\tif (visualElement && !visualElement.projection && ProjectionNodeConstructor && (visualElement.type === \"html\" || visualElement.type === \"svg\")) createProjectionNode(visualElementRef.current, props, ProjectionNodeConstructor, initialLayoutGroupConfig);\n\tconst isMounted = useRef(false);\n\tuseInsertionEffect(() => {\n\t\t/**\n\t\t* Check the component has already mounted before calling\n\t\t* `update` unnecessarily. This ensures we skip the initial update.\n\t\t*/\n\t\tif (visualElement && isMounted.current) visualElement.update(props, presenceContext);\n\t});\n\t/**\n\t* Cache this value as we want to know whether HandoffAppearAnimations\n\t* was present on initial render - it will be deleted after this.\n\t*/\n\tconst optimisedAppearId = props[optimizedAppearDataAttribute];\n\tconst wantsHandoff = useRef(Boolean(optimisedAppearId) && typeof window !== \"undefined\" && !window.MotionHandoffIsComplete?.(optimisedAppearId) && window.MotionHasOptimisedAnimation?.(optimisedAppearId));\n\t/**\n\t* Layout effects re-run when a hidden Suspense/Activity boundary is\n\t* revealed, but passive effects only re-run if this component re-renders\n\t* (not the case for memoized elements). Replay animations on every\n\t* reconnection. Must be declared before the effect that sets hasMountedOnce.\n\t*/\n\tuseIsomorphicLayoutEffect(() => {\n\t\tif (!hasMountedOnce.current || !visualElement) return;\n\t\tvisualElement.animationState?.animateChanges();\n\t\tvisualElement.enteringChildren = void 0;\n\t}, []);\n\tuseIsomorphicLayoutEffect(() => {\n\t\t/**\n\t\t* Track that this component has mounted. This is used to detect when\n\t\t* LazyMotion features load after the component has already committed.\n\t\t*/\n\t\thasMountedOnce.current = true;\n\t\tif (!visualElement) return;\n\t\tisMounted.current = true;\n\t\twindow.MotionIsMounted = true;\n\t\tvisualElement.updateFeatures();\n\t\tvisualElement.scheduleRenderMicrotask();\n\t\t/**\n\t\t* Ideally this function would always run in a useEffect.\n\t\t*\n\t\t* However, if we have optimised appear animations to handoff from,\n\t\t* it needs to happen synchronously to ensure there's no flash of\n\t\t* incorrect styles in the event of a hydration error.\n\t\t*\n\t\t* So if we detect a situation where optimised appear animations\n\t\t* are running, we use useLayoutEffect to trigger animations.\n\t\t*/\n\t\tif (wantsHandoff.current && visualElement.animationState) visualElement.animationState.animateChanges();\n\t});\n\tuseEffect(() => {\n\t\tif (!visualElement) return;\n\t\tif (!wantsHandoff.current && visualElement.animationState) visualElement.animationState.animateChanges();\n\t\tif (wantsHandoff.current) {\n\t\t\tqueueMicrotask(() => {\n\t\t\t\twindow.MotionHandoffMarkAsComplete?.(optimisedAppearId);\n\t\t\t});\n\t\t\twantsHandoff.current = false;\n\t\t}\n\t\t/**\n\t\t* Now we've finished triggering animations for this element we\n\t\t* can wipe the enteringChildren set for the next render.\n\t\t*/\n\t\tvisualElement.enteringChildren = void 0;\n\t});\n\treturn visualElement;\n}\nfunction createProjectionNode(visualElement, props, ProjectionNodeConstructor, initialPromotionConfig) {\n\tconst { layoutId, layout, drag, dragConstraints, layoutScroll, layoutRoot, layoutAnchor, layoutCrossfade } = props;\n\tvisualElement.projection = new ProjectionNodeConstructor(visualElement.latestValues, props[\"data-framer-portal-id\"] ? void 0 : getClosestProjectingNode(visualElement.parent));\n\tvisualElement.projection.setOptions({\n\t\tlayoutId,\n\t\tlayout,\n\t\talwaysMeasureLayout: Boolean(drag) || dragConstraints && isRefObject(dragConstraints),\n\t\tvisualElement,\n\t\t/**\n\t\t* TODO: Update options in an effect. This could be tricky as it'll be too late\n\t\t* to update by the time layout animations run.\n\t\t* We also need to fix this safeToRemove by linking it up to the one returned by usePresence,\n\t\t* ensuring it gets called if there's no potential layout animations.\n\t\t*\n\t\t*/\n\t\tanimationType: typeof layout === \"string\" ? layout : \"both\",\n\t\tinitialPromotionConfig,\n\t\tcrossfade: layoutCrossfade,\n\t\tlayoutScroll,\n\t\tlayoutRoot,\n\t\tlayoutAnchor\n\t});\n}\nfunction getClosestProjectingNode(visualElement) {\n\tif (!visualElement) return void 0;\n\treturn visualElement.options.allowProjection !== false ? visualElement.projection : getClosestProjectingNode(visualElement.parent);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/index.mjs\n/**\n* Create a `motion` component.\n*\n* This function accepts a Component argument, which can be either a string (ie \"div\"\n* for `motion.div`), or an actual React component.\n*\n* Alongside this is a config option which provides a way of rendering the provided\n* component \"offline\", or outside the React render cycle.\n*/\nfunction createMotionComponent(Component, { forwardMotionProps = false, type } = {}, preloadedFeatures, createVisualElement) {\n\tpreloadedFeatures && loadFeatures(preloadedFeatures);\n\t/**\n\t* Determine whether to use SVG or HTML rendering based on:\n\t* 1. Explicit `type` option (highest priority)\n\t* 2. Auto-detection via `isSVGComponent`\n\t*/\n\tconst isSVG = type ? type === \"svg\" : isSVGComponent(Component);\n\tconst useVisualState = isSVG ? useSVGVisualState : useHTMLVisualState;\n\tfunction MotionDOMComponent(props, externalRef) {\n\t\t/**\n\t\t* If we need to measure the element we load this functionality in a\n\t\t* separate class component in order to gain access to getSnapshotBeforeUpdate.\n\t\t*/\n\t\tlet MeasureLayout;\n\t\tconst configAndProps = {\n\t\t\t...useContext(MotionConfigContext),\n\t\t\t...props,\n\t\t\tlayoutId: useLayoutId(props)\n\t\t};\n\t\tconst { isStatic, isValidProp } = configAndProps;\n\t\tconst context = useCreateMotionContext(props);\n\t\tconst visualState = useVisualState(props, isStatic);\n\t\tif (!isStatic && typeof window !== \"undefined\") {\n\t\t\tuseStrictMode(configAndProps, preloadedFeatures);\n\t\t\tconst layoutProjection = getProjectionFunctionality(configAndProps);\n\t\t\tMeasureLayout = layoutProjection.MeasureLayout;\n\t\t\t/**\n\t\t\t* Create a VisualElement for this component. A VisualElement provides a common\n\t\t\t* interface to renderer-specific APIs (ie DOM/Three.js etc) as well as\n\t\t\t* providing a way of rendering to these APIs outside of the React render loop\n\t\t\t* for more performant animations and interactions\n\t\t\t*/\n\t\t\tcontext.visualElement = useVisualElement(Component, visualState, configAndProps, createVisualElement, layoutProjection.ProjectionNode, isSVG);\n\t\t}\n\t\t/**\n\t\t* The mount order and hierarchy is specific to ensure our element ref\n\t\t* is hydrated by the time features fire their effects.\n\t\t*/\n\t\treturn jsxs(MotionContext.Provider, {\n\t\t\tvalue: context,\n\t\t\tchildren: [MeasureLayout && context.visualElement ? jsx(MeasureLayout, {\n\t\t\t\tvisualElement: context.visualElement,\n\t\t\t\t...configAndProps\n\t\t\t}) : null, useRender(Component, props, useMotionRef(visualState, context.visualElement, externalRef), visualState, isStatic, forwardMotionProps, isSVG, isValidProp)]\n\t\t});\n\t}\n\tMotionDOMComponent.displayName = `motion.${typeof Component === \"string\" ? Component : `create(${Component.displayName ?? Component.name ?? \"\"})`}`;\n\tconst ForwardRefMotionComponent = forwardRef(MotionDOMComponent);\n\tForwardRefMotionComponent[motionComponentSymbol] = Component;\n\treturn ForwardRefMotionComponent;\n}\nfunction useLayoutId({ layoutId }) {\n\tconst layoutGroupId = useContext(LayoutGroupContext).id;\n\treturn layoutGroupId && layoutId !== void 0 ? layoutGroupId + \"-\" + layoutId : layoutId;\n}\nfunction useStrictMode(configAndProps, preloadedFeatures) {\n\tuseContext(LazyContext).strict;\n}\nfunction getProjectionFunctionality(props) {\n\tconst { drag, layout } = getInitializedFeatureDefinitions();\n\tif (!drag && !layout) return {};\n\tconst combined = {\n\t\t...drag,\n\t\t...layout\n\t};\n\treturn {\n\t\tMeasureLayout: drag?.isEnabled(props) || layout?.isEnabled(props) ? combined.MeasureLayout : void 0,\n\t\tProjectionNode: combined.ProjectionNode\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/components/create-proxy.mjs\nfunction createMotionProxy(preloadedFeatures, createVisualElement) {\n\tif (typeof Proxy === \"undefined\") return createMotionComponent;\n\t/**\n\t* A cache of generated `motion` components, e.g `motion.div`, `motion.input` etc.\n\t* Rather than generating them anew every render.\n\t*/\n\tconst componentCache = /* @__PURE__ */ new Map();\n\tconst factory = (Component, options) => {\n\t\treturn createMotionComponent(Component, options, preloadedFeatures, createVisualElement);\n\t};\n\t/**\n\t* Support for deprecated`motion(Component)` pattern\n\t*/\n\tconst deprecatedFactoryFunction = (Component, options) => {\n\t\treturn factory(Component, options);\n\t};\n\treturn new Proxy(deprecatedFactoryFunction, { \n\t/**\n\t* Called when `motion` is referenced with a prop: `motion.div`, `motion.input` etc.\n\t* The prop name is passed through as `key` and we can use that to generate a `motion`\n\t* DOM component with that name.\n\t*/\nget: (_target, key) => {\n\t\tif (key === \"create\") return factory;\n\t\t/**\n\t\t* If this element doesn't exist in the component cache, create it and cache.\n\t\t*/\n\t\tif (!componentCache.has(key)) componentCache.set(key, createMotionComponent(key, void 0, preloadedFeatures, createVisualElement));\n\t\treturn componentCache.get(key);\n\t} });\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/components/m/proxy.mjs\nconst m = /*@__PURE__*/ createMotionProxy();\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/create-visual-element.mjs\nconst createDomVisualElement = (Component, options) => {\n\treturn options.isSVG ?? isSVGComponent(Component) ? new SVGVisualElement(options) : new HTMLVisualElement(options, { allowProjection: Component !== Fragment });\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/features/animation/index.mjs\nvar AnimationFeature = class extends Feature {\n\t/**\n\t* We dynamically generate the AnimationState manager as it contains a reference\n\t* to the underlying animation library. We only want to load that if we load this,\n\t* so people can optionally code split it out using the `m` component.\n\t*/\n\tconstructor(node) {\n\t\tsuper(node);\n\t\tnode.animationState || (node.animationState = createAnimationState(node));\n\t}\n\tupdateAnimationControlsSubscription() {\n\t\tconst { animate } = this.node.getProps();\n\t\tif (isAnimationControls(animate)) this.unmountControls = animate.subscribe(this.node);\n\t}\n\t/**\n\t* Subscribe any provided AnimationControls to the component's VisualElement\n\t*/\n\tmount() {\n\t\tthis.updateAnimationControlsSubscription();\n\t}\n\tupdate() {\n\t\tconst { animate } = this.node.getProps();\n\t\tconst { animate: prevAnimate } = this.node.prevProps || {};\n\t\tif (animate !== prevAnimate) this.updateAnimationControlsSubscription();\n\t}\n\tunmount() {\n\t\tthis.node.animationState.reset();\n\t\tthis.unmountControls?.();\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/features/animation/exit.mjs\nlet id = 0;\nvar ExitAnimationFeature = class extends Feature {\n\tconstructor() {\n\t\tsuper(...arguments);\n\t\tthis.id = id++;\n\t}\n\tupdate() {\n\t\tconst { presenceContext, prevPresenceContext, animationState } = this.node;\n\t\tif (!presenceContext || !animationState) return;\n\t\tconst { isPresent, onExitComplete } = presenceContext;\n\t\tconst prevIsPresent = prevPresenceContext?.isPresent;\n\t\tif (isPresent === prevIsPresent) return;\n\t\tif (isPresent && prevIsPresent === false) {\n\t\t\t/**\n\t\t\t* When re-entering after the exit completed (element is at\n\t\t\t* rest), replay the enter animation from initial.\n\t\t\t*/\n\t\t\tif (this.exit === true) {\n\t\t\t\tconst { initial } = this.node.getProps();\n\t\t\t\tif (initial && !Array.isArray(initial)) {\n\t\t\t\t\tconst { transition, transitionEnd, ...target } = resolveVariant(this.node, initial) || {};\n\t\t\t\t\tfor (const key in target) this.node.getValue(key)?.jump(target[key]);\n\t\t\t\t}\n\t\t\t\t/**\n\t\t\t\t* A re-entering element is no longer an initial child, so\n\t\t\t\t* AnimatePresence's initial={false} mustn't block its enter.\n\t\t\t\t*/\n\t\t\t\tthis.node.blockInitialAnimation = false;\n\t\t\t\tanimationState.reset();\n\t\t\t\tanimationState.animateChanges();\n\t\t\t} else animationState.setActive(\"exit\", false);\n\t\t\tthis.exit = void 0;\n\t\t\treturn;\n\t\t}\n\t\tconst exit = this.exit = animationState.setActive(\"exit\", !isPresent);\n\t\tif (onExitComplete && !isPresent) exit.then(() => {\n\t\t\t/**\n\t\t\t* An exit can resolve after the element has re-entered, e.g.\n\t\t\t* when its final tick lands in the stop() of the enter.\n\t\t\t*/\n\t\t\tif (this.exit !== exit) return;\n\t\t\tthis.exit = true;\n\t\t\tonExitComplete(this.id);\n\t\t});\n\t}\n\tmount() {\n\t\tconst { register, onExitComplete } = this.node.presenceContext || {};\n\t\tif (onExitComplete) onExitComplete(this.id);\n\t\tif (register) this.unmount = register(this.id);\n\t}\n\tunmount() {}\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/features/animations.mjs\nconst animations = {\n\tanimation: { Feature: AnimationFeature },\n\texit: { Feature: ExitAnimationFeature }\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/events/event-info.mjs\nfunction extractEventInfo(event) {\n\treturn { point: {\n\t\tx: event.pageX,\n\t\ty: event.pageY\n\t} };\n}\nconst addPointerInfo = (handler) => (event) => isPrimaryPointer(event) && handler(event, extractEventInfo(event));\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/events/add-pointer-event.mjs\nfunction addPointerEvent(target, eventName, handler, options) {\n\treturn addDomEvent(target, eventName, addPointerInfo(handler), options);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/get-context-window.mjs\nconst getContextWindow = ({ current }) => {\n\treturn current ? current.ownerDocument.defaultView : null;\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/distance.mjs\nconst distance = (a, b) => Math.abs(a - b);\nfunction distance2D(a, b) {\n\tconst xDelta = distance(a.x, b.x);\n\tconst yDelta = distance(a.y, b.y);\n\treturn Math.sqrt(xDelta ** 2 + yDelta ** 2);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/gestures/pan/PanSession.mjs\nconst overflowStyles$1 = /*#__PURE__*/ new Set([\"auto\", \"scroll\"]);\n/**\n* @internal\n*/\nvar PanSession = class {\n\tconstructor(event, handlers, { transformPagePoint, contextWindow = window, dragSnapToOrigin = false, distanceThreshold = 3, element } = {}) {\n\t\t/**\n\t\t* @internal\n\t\t*/\n\t\tthis.startEvent = null;\n\t\t/**\n\t\t* @internal\n\t\t*/\n\t\tthis.lastMoveEvent = null;\n\t\t/**\n\t\t* @internal\n\t\t*/\n\t\tthis.lastMoveEventInfo = null;\n\t\t/**\n\t\t* Raw (untransformed) event info, re-transformed each frame\n\t\t* so transformPagePoint sees the current parent matrix.\n\t\t* @internal\n\t\t*/\n\t\tthis.lastRawMoveEventInfo = null;\n\t\t/**\n\t\t* @internal\n\t\t*/\n\t\tthis.handlers = {};\n\t\t/**\n\t\t* @internal\n\t\t*/\n\t\tthis.contextWindow = window;\n\t\t/**\n\t\t* Scroll positions of scrollable ancestors and window.\n\t\t* @internal\n\t\t*/\n\t\tthis.scrollPositions = /* @__PURE__ */ new Map();\n\t\t/**\n\t\t* Cleanup function for scroll listeners.\n\t\t* @internal\n\t\t*/\n\t\tthis.removeScrollListeners = null;\n\t\tthis.onElementScroll = (event) => {\n\t\t\tthis.handleScroll(event.target);\n\t\t};\n\t\tthis.onWindowScroll = () => {\n\t\t\tthis.handleScroll(window);\n\t\t};\n\t\tthis.updatePoint = () => {\n\t\t\tif (!(this.lastMoveEvent && this.lastMoveEventInfo)) return;\n\t\t\tthis.hasPendingMove = false;\n\t\t\tif (this.lastRawMoveEventInfo) this.lastMoveEventInfo = transformPoint(this.lastRawMoveEventInfo, this.transformPagePoint);\n\t\t\tconst info = getPanInfo(this.lastMoveEventInfo, this.history);\n\t\t\tconst isPanStarted = this.startEvent !== null;\n\t\t\tconst isDistancePastThreshold = distance2D(info.offset, {\n\t\t\t\tx: 0,\n\t\t\t\ty: 0\n\t\t\t}) >= this.distanceThreshold;\n\t\t\tif (!isPanStarted && !isDistancePastThreshold) return;\n\t\t\tconst { point } = info;\n\t\t\tthis.history.push({\n\t\t\t\t...point,\n\t\t\t\ttimestamp: time.now()\n\t\t\t});\n\t\t\tconst { onStart, onMove } = this.handlers;\n\t\t\tif (!isPanStarted) {\n\t\t\t\tonStart && onStart(this.lastMoveEvent, info);\n\t\t\t\tthis.startEvent = this.lastMoveEvent;\n\t\t\t}\n\t\t\tonMove && onMove(this.lastMoveEvent, info);\n\t\t};\n\t\tthis.handlePointerMove = (event, info) => {\n\t\t\tthis.lastMoveEvent = event;\n\t\t\tthis.lastRawMoveEventInfo = info;\n\t\t\tthis.lastMoveEventInfo = transformPoint(info, this.transformPagePoint);\n\t\t\tthis.hasPendingMove = true;\n\t\t\tframe.update(this.updatePoint, true);\n\t\t};\n\t\tthis.handlePointerUp = (event, info) => {\n\t\t\tthis.hasPendingMove && this.updatePoint();\n\t\t\tthis.end();\n\t\t\tconst { onEnd, onSessionEnd, resumeAnimation } = this.handlers;\n\t\t\tif (this.dragSnapToOrigin || !this.startEvent) resumeAnimation && resumeAnimation();\n\t\t\tif (!(this.lastMoveEvent && this.lastMoveEventInfo)) return;\n\t\t\tconst panInfo = getPanInfo(event.type === \"pointercancel\" ? this.lastMoveEventInfo : transformPoint(info, this.transformPagePoint), this.history);\n\t\t\tif (this.startEvent && onEnd) onEnd(event, panInfo);\n\t\t\tonSessionEnd && onSessionEnd(event, panInfo);\n\t\t};\n\t\tif (!isPrimaryPointer(event)) return;\n\t\tthis.dragSnapToOrigin = dragSnapToOrigin;\n\t\tthis.handlers = handlers;\n\t\tthis.transformPagePoint = transformPagePoint;\n\t\tthis.distanceThreshold = distanceThreshold;\n\t\tthis.contextWindow = contextWindow || window;\n\t\tconst initialInfo = transformPoint(extractEventInfo(event), this.transformPagePoint);\n\t\tconst { point } = initialInfo;\n\t\tconst { timestamp } = frameData;\n\t\tthis.history = [{\n\t\t\t...point,\n\t\t\ttimestamp\n\t\t}];\n\t\tconst { onSessionStart } = handlers;\n\t\tonSessionStart && onSessionStart(event, getPanInfo(initialInfo, this.history));\n\t\tconst eventOptions = {\n\t\t\tpassive: true,\n\t\t\tcapture: true\n\t\t};\n\t\tthis.removeListeners = pipe(addPointerEvent(this.contextWindow, \"pointermove\", this.handlePointerMove, eventOptions), addPointerEvent(this.contextWindow, \"pointerup\", this.handlePointerUp, eventOptions), addPointerEvent(this.contextWindow, \"pointercancel\", this.handlePointerUp, eventOptions));\n\t\tif (element) this.startScrollTracking(element);\n\t}\n\t/**\n\t* Start tracking scroll on ancestors and window.\n\t*/\n\tstartScrollTracking(element) {\n\t\tlet current = element.parentElement;\n\t\twhile (current) {\n\t\t\tconst style = getComputedStyle(current);\n\t\t\tif (overflowStyles$1.has(style.overflowX) || overflowStyles$1.has(style.overflowY)) this.scrollPositions.set(current, {\n\t\t\t\tx: current.scrollLeft,\n\t\t\t\ty: current.scrollTop\n\t\t\t});\n\t\t\tcurrent = current.parentElement;\n\t\t}\n\t\tthis.scrollPositions.set(window, {\n\t\t\tx: window.scrollX,\n\t\t\ty: window.scrollY\n\t\t});\n\t\twindow.addEventListener(\"scroll\", this.onElementScroll, { capture: true });\n\t\twindow.addEventListener(\"scroll\", this.onWindowScroll);\n\t\tthis.removeScrollListeners = () => {\n\t\t\twindow.removeEventListener(\"scroll\", this.onElementScroll, { capture: true });\n\t\t\twindow.removeEventListener(\"scroll\", this.onWindowScroll);\n\t\t};\n\t}\n\t/**\n\t* Handle scroll compensation during drag.\n\t*\n\t* For element scroll: adjusts history origin since pageX/pageY doesn't change.\n\t* For window scroll: adjusts lastMoveEventInfo since pageX/pageY would change.\n\t*/\n\thandleScroll(target) {\n\t\tconst initial = this.scrollPositions.get(target);\n\t\tif (!initial) return;\n\t\tconst isWindow = target === window;\n\t\tconst current = isWindow ? {\n\t\t\tx: window.scrollX,\n\t\t\ty: window.scrollY\n\t\t} : {\n\t\t\tx: target.scrollLeft,\n\t\t\ty: target.scrollTop\n\t\t};\n\t\tconst delta = {\n\t\t\tx: current.x - initial.x,\n\t\t\ty: current.y - initial.y\n\t\t};\n\t\tif (delta.x === 0 && delta.y === 0) return;\n\t\tif (isWindow) {\n\t\t\tif (this.lastMoveEventInfo) {\n\t\t\t\tthis.lastMoveEventInfo.point.x += delta.x;\n\t\t\t\tthis.lastMoveEventInfo.point.y += delta.y;\n\t\t\t}\n\t\t} else if (this.history.length > 0) {\n\t\t\tthis.history[0].x -= delta.x;\n\t\t\tthis.history[0].y -= delta.y;\n\t\t}\n\t\tthis.scrollPositions.set(target, current);\n\t\tframe.update(this.updatePoint, true);\n\t}\n\tupdateHandlers(handlers) {\n\t\tthis.handlers = handlers;\n\t}\n\tend() {\n\t\tthis.removeListeners && this.removeListeners();\n\t\tthis.removeScrollListeners && this.removeScrollListeners();\n\t\tthis.scrollPositions.clear();\n\t\tcancelFrame(this.updatePoint);\n\t}\n};\nfunction transformPoint(info, transformPagePoint) {\n\treturn transformPagePoint ? { point: transformPagePoint(info.point) } : info;\n}\nfunction subtractPoint(a, b) {\n\treturn {\n\t\tx: a.x - b.x,\n\t\ty: a.y - b.y\n\t};\n}\nfunction getPanInfo({ point }, history) {\n\treturn {\n\t\tpoint,\n\t\tdelta: subtractPoint(point, lastDevicePoint(history)),\n\t\toffset: subtractPoint(point, startDevicePoint(history)),\n\t\tvelocity: getVelocity(history, .1)\n\t};\n}\nfunction startDevicePoint(history) {\n\treturn history[0];\n}\nfunction lastDevicePoint(history) {\n\treturn history[history.length - 1];\n}\nfunction getVelocity(history, timeDelta) {\n\tif (history.length < 2) return {\n\t\tx: 0,\n\t\ty: 0\n\t};\n\tlet i = history.length - 1;\n\tlet timestampedPoint = null;\n\tconst lastPoint = lastDevicePoint(history);\n\twhile (i >= 0) {\n\t\ttimestampedPoint = history[i];\n\t\tif (lastPoint.timestamp - timestampedPoint.timestamp > secondsToMilliseconds(timeDelta)) break;\n\t\ti--;\n\t}\n\tif (!timestampedPoint) return {\n\t\tx: 0,\n\t\ty: 0\n\t};\n\t/**\n\t* If the selected point is the pointer-down origin (history[0]),\n\t* there are better movement points available, and the time gap\n\t* is suspiciously large (>2x timeDelta), use the next point instead.\n\t* This prevents stale pointer-down points from diluting velocity\n\t* in hold-then-flick gestures.\n\t*/\n\tif (timestampedPoint === history[0] && history.length > 2 && lastPoint.timestamp - timestampedPoint.timestamp > secondsToMilliseconds(timeDelta) * 2) timestampedPoint = history[1];\n\tconst seconds = millisecondsToSeconds(lastPoint.timestamp - timestampedPoint.timestamp);\n\tif (seconds === 0) return {\n\t\tx: 0,\n\t\ty: 0\n\t};\n\tconst currentVelocity = {\n\t\tx: (lastPoint.x - timestampedPoint.x) / seconds,\n\t\ty: (lastPoint.y - timestampedPoint.y) / seconds\n\t};\n\tif (currentVelocity.x === Infinity) currentVelocity.x = 0;\n\tif (currentVelocity.y === Infinity) currentVelocity.y = 0;\n\treturn currentVelocity;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/gestures/drag/utils/constraints.mjs\n/**\n* Apply constraints to a point. These constraints are both physical along an\n* axis, and an elastic factor that determines how much to constrain the point\n* by if it does lie outside the defined parameters.\n*/\nfunction applyConstraints(point, { min, max }, elastic) {\n\tif (min !== void 0 && point < min) point = elastic ? mixNumber$1(min, point, elastic.min) : Math.max(point, min);\n\telse if (max !== void 0 && point > max) point = elastic ? mixNumber$1(max, point, elastic.max) : Math.min(point, max);\n\treturn point;\n}\n/**\n* Calculate constraints in terms of the viewport when defined relatively to the\n* measured axis. This is measured from the nearest edge, so a max constraint of 200\n* on an axis with a max value of 300 would return a constraint of 500 - axis length\n*/\nfunction calcRelativeAxisConstraints(axis, min, max) {\n\treturn {\n\t\tmin: min !== void 0 ? axis.min + min : void 0,\n\t\tmax: max !== void 0 ? axis.max + max - (axis.max - axis.min) : void 0\n\t};\n}\n/**\n* Calculate constraints in terms of the viewport when\n* defined relatively to the measured bounding box.\n*/\nfunction calcRelativeConstraints(layoutBox, { top, left, bottom, right }) {\n\treturn {\n\t\tx: calcRelativeAxisConstraints(layoutBox.x, left, right),\n\t\ty: calcRelativeAxisConstraints(layoutBox.y, top, bottom)\n\t};\n}\n/**\n* Calculate viewport constraints when defined as another viewport-relative axis\n*/\nfunction calcViewportAxisConstraints(layoutAxis, constraintsAxis) {\n\tlet min = constraintsAxis.min - layoutAxis.min;\n\tlet max = constraintsAxis.max - layoutAxis.max;\n\tif (constraintsAxis.max - constraintsAxis.min < layoutAxis.max - layoutAxis.min) [min, max] = [max, min];\n\treturn {\n\t\tmin,\n\t\tmax\n\t};\n}\n/**\n* Calculate viewport constraints when defined as another viewport-relative box\n*/\nfunction calcViewportConstraints(layoutBox, constraintsBox) {\n\treturn {\n\t\tx: calcViewportAxisConstraints(layoutBox.x, constraintsBox.x),\n\t\ty: calcViewportAxisConstraints(layoutBox.y, constraintsBox.y)\n\t};\n}\n/**\n* Calculate a transform origin relative to the source axis, between 0-1, that results\n* in an aesthetically pleasing scale/transform needed to project from source to target.\n*/\nfunction calcOrigin(source, target) {\n\tlet origin = .5;\n\tconst sourceLength = calcLength(source);\n\tconst targetLength = calcLength(target);\n\tif (targetLength > sourceLength) origin = progress(target.min, target.max - sourceLength, source.min);\n\telse if (sourceLength > targetLength) origin = progress(source.min, source.max - targetLength, target.min);\n\treturn clamp(0, 1, origin);\n}\n/**\n* Rebase the calculated viewport constraints relative to the layout.min point.\n*/\nfunction rebaseAxisConstraints(layout, constraints) {\n\tconst relativeConstraints = {};\n\tif (constraints.min !== void 0) relativeConstraints.min = constraints.min - layout.min;\n\tif (constraints.max !== void 0) relativeConstraints.max = constraints.max - layout.min;\n\treturn relativeConstraints;\n}\nconst defaultElastic = .35;\n/**\n* Accepts a dragElastic prop and returns resolved elastic values for each axis.\n*/\nfunction resolveDragElastic(dragElastic = defaultElastic) {\n\tif (dragElastic === false) dragElastic = 0;\n\telse if (dragElastic === true) dragElastic = defaultElastic;\n\treturn {\n\t\tx: resolveAxisElastic(dragElastic, \"left\", \"right\"),\n\t\ty: resolveAxisElastic(dragElastic, \"top\", \"bottom\")\n\t};\n}\nfunction resolveAxisElastic(dragElastic, minLabel, maxLabel) {\n\treturn {\n\t\tmin: resolvePointElastic(dragElastic, minLabel),\n\t\tmax: resolvePointElastic(dragElastic, maxLabel)\n\t};\n}\nfunction resolvePointElastic(dragElastic, label) {\n\treturn typeof dragElastic === \"number\" ? dragElastic : dragElastic[label] || 0;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/gestures/drag/VisualElementDragControls.mjs\nconst elementDragControls = /* @__PURE__ */ new WeakMap();\nvar VisualElementDragControls = class {\n\tconstructor(visualElement) {\n\t\tthis.openDragLock = null;\n\t\tthis.isDragging = false;\n\t\tthis.currentDirection = null;\n\t\tthis.originPoint = {\n\t\t\tx: 0,\n\t\t\ty: 0\n\t\t};\n\t\t/**\n\t\t* The permitted boundaries of travel, in pixels.\n\t\t*/\n\t\tthis.constraints = false;\n\t\tthis.hasMutatedConstraints = false;\n\t\t/**\n\t\t* The per-axis resolved elastic values.\n\t\t*/\n\t\tthis.elastic = createBox();\n\t\t/**\n\t\t* The latest pointer event. Used as fallback when the `cancel` and `stop` functions are called without arguments.\n\t\t*/\n\t\tthis.latestPointerEvent = null;\n\t\t/**\n\t\t* The latest pan info. Used as fallback when the `cancel` and `stop` functions are called without arguments.\n\t\t*/\n\t\tthis.latestPanInfo = null;\n\t\tthis.visualElement = visualElement;\n\t}\n\tstart(originEvent, { snapToCursor = false, distanceThreshold } = {}) {\n\t\t/**\n\t\t* Don't start dragging if this component is exiting\n\t\t*/\n\t\tconst { presenceContext } = this.visualElement;\n\t\tif (presenceContext && presenceContext.isPresent === false) return;\n\t\tconst onSessionStart = (event) => {\n\t\t\tif (snapToCursor) this.snapToCursor(event);\n\t\t\tthis.stopAnimation();\n\t\t};\n\t\tconst onStart = (event, info) => {\n\t\t\tconst { drag, dragPropagation, onDragStart } = this.getProps();\n\t\t\tif (drag && !dragPropagation) {\n\t\t\t\tif (this.openDragLock) this.openDragLock();\n\t\t\t\tthis.openDragLock = setDragLock(drag);\n\t\t\t\tif (!this.openDragLock) return;\n\t\t\t}\n\t\t\tthis.latestPointerEvent = event;\n\t\t\tthis.latestPanInfo = info;\n\t\t\tthis.isDragging = true;\n\t\t\tthis.currentDirection = null;\n\t\t\tthis.resolveConstraints();\n\t\t\tif (this.visualElement.projection) {\n\t\t\t\tthis.visualElement.projection.isAnimationBlocked = true;\n\t\t\t\tthis.visualElement.projection.target = void 0;\n\t\t\t}\n\t\t\t/**\n\t\t\t* Record gesture origin and pointer offset\n\t\t\t*/\n\t\t\teachAxis((axis) => {\n\t\t\t\tlet current = this.getAxisMotionValue(axis).get() || 0;\n\t\t\t\t/**\n\t\t\t\t* If the MotionValue is a percentage value convert to px\n\t\t\t\t*/\n\t\t\t\tif (percent.test(current)) {\n\t\t\t\t\tconst { projection } = this.visualElement;\n\t\t\t\t\tif (projection && projection.layout) {\n\t\t\t\t\t\tconst measuredAxis = projection.layout.layoutBox[axis];\n\t\t\t\t\t\tif (measuredAxis) current = calcLength(measuredAxis) * (parseFloat(current) / 100);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis.originPoint[axis] = current;\n\t\t\t});\n\t\t\tif (onDragStart) frame.update(() => onDragStart(event, info), false, true);\n\t\t\taddValueToWillChange(this.visualElement, \"transform\");\n\t\t\tconst { animationState } = this.visualElement;\n\t\t\tanimationState && animationState.setActive(\"whileDrag\", true);\n\t\t};\n\t\tconst onMove = (event, info) => {\n\t\t\tthis.latestPointerEvent = event;\n\t\t\tthis.latestPanInfo = info;\n\t\t\tconst { dragPropagation, dragDirectionLock, onDirectionLock, onDrag } = this.getProps();\n\t\t\tif (!dragPropagation && !this.openDragLock) return;\n\t\t\tconst { offset } = info;\n\t\t\tif (dragDirectionLock && this.currentDirection === null) {\n\t\t\t\tthis.currentDirection = getCurrentDirection(offset);\n\t\t\t\tif (this.currentDirection !== null) onDirectionLock && onDirectionLock(this.currentDirection);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.updateAxis(\"x\", info.point, offset);\n\t\t\tthis.updateAxis(\"y\", info.point, offset);\n\t\t\t/**\n\t\t\t* Ideally we would leave the renderer to fire naturally at the end of\n\t\t\t* this frame but if the element is about to change layout as the result\n\t\t\t* of a re-render we want to ensure the browser can read the latest\n\t\t\t* bounding box to ensure the pointer and element don't fall out of sync.\n\t\t\t*/\n\t\t\tthis.visualElement.render();\n\t\t\t/**\n\t\t\t* This must fire after the render call as it might trigger a state\n\t\t\t* change which itself might trigger a layout update.\n\t\t\t*/\n\t\t\tif (onDrag) frame.update(() => onDrag(event, info), false, true);\n\t\t};\n\t\tconst onSessionEnd = (event, info) => {\n\t\t\tthis.latestPointerEvent = event;\n\t\t\tthis.latestPanInfo = info;\n\t\t\tthis.stop(event, info);\n\t\t\tthis.latestPointerEvent = null;\n\t\t\tthis.latestPanInfo = null;\n\t\t};\n\t\tconst resumeAnimation = () => {\n\t\t\tconst { dragSnapToOrigin: snap } = this.getProps();\n\t\t\tif (snap || this.constraints) this.startAnimation({\n\t\t\t\tx: 0,\n\t\t\t\ty: 0\n\t\t\t});\n\t\t};\n\t\tconst { dragSnapToOrigin } = this.getProps();\n\t\tthis.panSession = new PanSession(originEvent, {\n\t\t\tonSessionStart,\n\t\t\tonStart,\n\t\t\tonMove,\n\t\t\tonSessionEnd,\n\t\t\tresumeAnimation\n\t\t}, {\n\t\t\ttransformPagePoint: this.visualElement.getTransformPagePoint(),\n\t\t\tdragSnapToOrigin,\n\t\t\tdistanceThreshold,\n\t\t\tcontextWindow: getContextWindow(this.visualElement),\n\t\t\telement: this.visualElement.current\n\t\t});\n\t}\n\t/**\n\t* @internal\n\t*/\n\tstop(event, panInfo) {\n\t\tconst finalEvent = event || this.latestPointerEvent;\n\t\tconst finalPanInfo = panInfo || this.latestPanInfo;\n\t\tconst isDragging = this.isDragging;\n\t\tthis.cancel();\n\t\tif (!isDragging || !finalPanInfo || !finalEvent) return;\n\t\tconst { velocity } = finalPanInfo;\n\t\tthis.startAnimation(velocity);\n\t\tconst { onDragEnd } = this.getProps();\n\t\tif (onDragEnd) frame.postRender(() => onDragEnd(finalEvent, finalPanInfo));\n\t}\n\t/**\n\t* @internal\n\t*/\n\tcancel() {\n\t\tthis.isDragging = false;\n\t\tconst { projection, animationState } = this.visualElement;\n\t\tif (projection) projection.isAnimationBlocked = false;\n\t\tthis.endPanSession();\n\t\tconst { dragPropagation } = this.getProps();\n\t\tif (!dragPropagation && this.openDragLock) {\n\t\t\tthis.openDragLock();\n\t\t\tthis.openDragLock = null;\n\t\t}\n\t\tanimationState && animationState.setActive(\"whileDrag\", false);\n\t}\n\t/**\n\t* Clean up the pan session without modifying other drag state.\n\t* This is used during unmount to ensure event listeners are removed\n\t* without affecting projection animations or drag locks.\n\t* @internal\n\t*/\n\tendPanSession() {\n\t\tthis.panSession && this.panSession.end();\n\t\tthis.panSession = void 0;\n\t}\n\tupdateAxis(axis, _point, offset) {\n\t\tconst { drag } = this.getProps();\n\t\tif (!offset || !shouldDrag(axis, drag, this.currentDirection)) return;\n\t\tconst axisValue = this.getAxisMotionValue(axis);\n\t\tlet next = this.originPoint[axis] + offset[axis];\n\t\tif (this.constraints && this.constraints[axis]) next = applyConstraints(next, this.constraints[axis], this.elastic[axis]);\n\t\taxisValue.set(next);\n\t}\n\tresolveConstraints() {\n\t\tconst { dragConstraints, dragElastic } = this.getProps();\n\t\tconst layout = this.visualElement.projection && !this.visualElement.projection.layout ? this.visualElement.projection.measure(false) : this.visualElement.projection?.layout;\n\t\tconst prevConstraints = this.constraints;\n\t\tif (dragConstraints && isRefObject(dragConstraints)) {\n\t\t\tif (!this.constraints) this.constraints = this.resolveRefConstraints();\n\t\t} else if (dragConstraints && layout) this.constraints = calcRelativeConstraints(layout.layoutBox, dragConstraints);\n\t\telse this.constraints = false;\n\t\tthis.elastic = resolveDragElastic(dragElastic);\n\t\t/**\n\t\t* If we're outputting to external MotionValues, we want to rebase the measured constraints\n\t\t* from viewport-relative to component-relative. This only applies to relative (non-ref)\n\t\t* constraints, as ref-based constraints from calcViewportConstraints are already in the\n\t\t* correct coordinate space for the motion value transform offset.\n\t\t*/\n\t\tif (prevConstraints !== this.constraints && !isRefObject(dragConstraints) && layout && this.constraints && !this.hasMutatedConstraints) eachAxis((axis) => {\n\t\t\tif (this.constraints !== false && this.getAxisMotionValue(axis)) this.constraints[axis] = rebaseAxisConstraints(layout.layoutBox[axis], this.constraints[axis]);\n\t\t});\n\t}\n\tresolveRefConstraints() {\n\t\tconst { dragConstraints: constraints, onMeasureDragConstraints } = this.getProps();\n\t\tif (!constraints || !isRefObject(constraints)) return false;\n\t\tconst constraintsElement = constraints.current;\n\t\tinvariant(constraintsElement !== null, \"If `dragConstraints` is set as a React ref, that ref must be passed to another component's `ref` prop.\", \"drag-constraints-ref\");\n\t\tconst { projection } = this.visualElement;\n\t\tif (!projection || !projection.layout) return false;\n\t\t/**\n\t\t* Refresh the root scroll offset so the constraint's viewport box\n\t\t* translates to correct page coordinates. The scroll captured at\n\t\t* drag mount can be stale if the document was scrolled afterwards —\n\t\t* e.g. via the browser restoring scroll on refresh, or an ancestor\n\t\t* layout effect running after this element's mount (#2829).\n\t\t*\n\t\t* Clear the cached scroll first so `updateScroll` bypasses its\n\t\t* per-animationId cache and re-reads the live value.\n\t\t*/\n\t\tif (projection.root) {\n\t\t\tprojection.root.scroll = void 0;\n\t\t\tprojection.root.updateScroll();\n\t\t}\n\t\tconst constraintsBox = measurePageBox(constraintsElement, projection.root, this.visualElement.getTransformPagePoint());\n\t\tlet measuredConstraints = calcViewportConstraints(projection.layout.layoutBox, constraintsBox);\n\t\t/**\n\t\t* If there's an onMeasureDragConstraints listener we call it and\n\t\t* if different constraints are returned, set constraints to that\n\t\t*/\n\t\tif (onMeasureDragConstraints) {\n\t\t\tconst userConstraints = onMeasureDragConstraints(convertBoxToBoundingBox(measuredConstraints));\n\t\t\tthis.hasMutatedConstraints = !!userConstraints;\n\t\t\tif (userConstraints) measuredConstraints = convertBoundingBoxToBox(userConstraints);\n\t\t}\n\t\treturn measuredConstraints;\n\t}\n\tstartAnimation(velocity) {\n\t\tconst { drag, dragMomentum, dragElastic, dragTransition, dragSnapToOrigin, onDragTransitionEnd } = this.getProps();\n\t\tconst constraints = this.constraints || {};\n\t\tconst momentumAnimations = eachAxis((axis) => {\n\t\t\tif (!shouldDrag(axis, drag, this.currentDirection)) return;\n\t\t\tlet transition = constraints && constraints[axis] || {};\n\t\t\tif (dragSnapToOrigin === true || dragSnapToOrigin === axis) transition = {\n\t\t\t\tmin: 0,\n\t\t\t\tmax: 0\n\t\t\t};\n\t\t\t/**\n\t\t\t* Overdamp the boundary spring if `dragElastic` is disabled. There's still a frame\n\t\t\t* of spring animations so we should look into adding a disable spring option to `inertia`.\n\t\t\t* We could do something here where we affect the `bounceStiffness` and `bounceDamping`\n\t\t\t* using the value of `dragElastic`.\n\t\t\t*/\n\t\t\tconst bounceStiffness = dragElastic ? 200 : 1e6;\n\t\t\tconst bounceDamping = dragElastic ? 40 : 1e7;\n\t\t\tconst inertia = {\n\t\t\t\ttype: \"inertia\",\n\t\t\t\tvelocity: dragMomentum ? velocity[axis] : 0,\n\t\t\t\tbounceStiffness,\n\t\t\t\tbounceDamping,\n\t\t\t\ttimeConstant: 750,\n\t\t\t\trestDelta: 1,\n\t\t\t\trestSpeed: 10,\n\t\t\t\t...dragTransition,\n\t\t\t\t...transition\n\t\t\t};\n\t\t\treturn this.startAxisValueAnimation(axis, inertia);\n\t\t});\n\t\treturn Promise.all(momentumAnimations).then(onDragTransitionEnd);\n\t}\n\tstartAxisValueAnimation(axis, transition) {\n\t\tconst axisValue = this.getAxisMotionValue(axis);\n\t\taddValueToWillChange(this.visualElement, axis);\n\t\treturn axisValue.start(animateMotionValue(axis, axisValue, 0, transition, this.visualElement, false));\n\t}\n\tstopAnimation() {\n\t\teachAxis((axis) => this.getAxisMotionValue(axis).stop());\n\t}\n\t/**\n\t* Drag works differently depending on which props are provided.\n\t*\n\t* - If _dragX and _dragY are provided, we output the gesture delta directly to those motion values.\n\t* - Otherwise, we apply the delta to the x/y motion values.\n\t*/\n\tgetAxisMotionValue(axis) {\n\t\tconst dragKey = `_drag${axis.toUpperCase()}`;\n\t\tconst externalMotionValue = this.visualElement.getProps()[dragKey];\n\t\treturn externalMotionValue ? externalMotionValue : this.visualElement.getValue(axis, this.visualElement.latestValues[axis] ?? 0);\n\t}\n\t/**\n\t* Measure the live box - projection.layout may or may not include the\n\t* drag transform, depending on when it was measured.\n\t*/\n\tsnapToCursor({ clientX, clientY }) {\n\t\tconst { drag } = this.getProps();\n\t\tconst point = {\n\t\t\tx: clientX,\n\t\t\ty: clientY\n\t\t};\n\t\tconst cursor = this.visualElement.getTransformPagePoint()?.(point) || point;\n\t\tconst box = this.visualElement.measureViewportBox();\n\t\teachAxis((axis) => {\n\t\t\tif (!shouldDrag(axis, drag, this.currentDirection)) return;\n\t\t\tconst axisValue = this.getAxisMotionValue(axis);\n\t\t\tconst { min, max } = box[axis];\n\t\t\taxisValue.set((axisValue.get() || 0) + cursor[axis] - mixNumber$1(min, max, .5));\n\t\t});\n\t}\n\t/**\n\t* When the viewport resizes we want to check if the measured constraints\n\t* have changed and, if so, reposition the element within those new constraints\n\t* relative to where it was before the resize.\n\t*/\n\tscalePositionWithinConstraints() {\n\t\tif (!this.visualElement.current) return;\n\t\tconst { drag, dragConstraints } = this.getProps();\n\t\tconst { projection } = this.visualElement;\n\t\tif (!isRefObject(dragConstraints) || !projection || !this.constraints) return;\n\t\t/**\n\t\t* Stop current animations as there can be visual glitching if we try to do\n\t\t* this mid-animation\n\t\t*/\n\t\tthis.stopAnimation();\n\t\t/**\n\t\t* Record the relative position of the dragged element relative to the\n\t\t* constraints box and save as a progress value.\n\t\t*/\n\t\tconst constraints = this.constraints;\n\t\tconst boxProgress = {\n\t\t\tx: 0,\n\t\t\ty: 0\n\t\t};\n\t\teachAxis((axis) => {\n\t\t\tconst latest = this.getAxisMotionValue(axis).get();\n\t\t\tboxProgress[axis] = calcOrigin({\n\t\t\t\tmin: latest,\n\t\t\t\tmax: latest\n\t\t\t}, constraints[axis]);\n\t\t});\n\t\t/**\n\t\t* Update the layout of this element and resolve the latest drag constraints\n\t\t*/\n\t\tconst { transformTemplate } = this.visualElement.getProps();\n\t\tthis.visualElement.current.style.transform = transformTemplate ? transformTemplate({}, \"\") : \"none\";\n\t\tprojection.root && projection.root.updateScroll();\n\t\tprojection.updateLayout();\n\t\t/**\n\t\t* Reset constraints so resolveConstraints() will recalculate them\n\t\t* with the freshly measured layout rather than returning the cached value.\n\t\t*/\n\t\tthis.constraints = false;\n\t\tthis.resolveConstraints();\n\t\t/**\n\t\t* For each axis, calculate the current progress of the layout axis\n\t\t* within the new constraints.\n\t\t*/\n\t\teachAxis((axis) => {\n\t\t\tconst axisValue = this.getAxisMotionValue(axis);\n\t\t\t/**\n\t\t\t* An element resting at its origin has no offset to preserve,\n\t\t\t* and re-projecting 0 into the new constraints would move it.\n\t\t\t*/\n\t\t\tif (!shouldDrag(axis, drag, null) || !axisValue.get()) return;\n\t\t\t/**\n\t\t\t* Calculate a new transform based on the previous box progress\n\t\t\t*/\n\t\t\tconst { min, max } = this.constraints[axis];\n\t\t\taxisValue.set(mixNumber$1(min, max, boxProgress[axis]));\n\t\t});\n\t\t/**\n\t\t* Flush the updated transform to the DOM synchronously to prevent\n\t\t* a visual flash at the element's CSS layout position (0,0) when\n\t\t* the transform was stripped for measurement.\n\t\t*/\n\t\tthis.visualElement.render();\n\t}\n\taddListeners() {\n\t\tif (!this.visualElement.current) return;\n\t\telementDragControls.set(this.visualElement, this);\n\t\tconst element = this.visualElement.current;\n\t\t/**\n\t\t* Attach a pointerdown event listener on this DOM element to initiate drag tracking.\n\t\t*/\n\t\tconst stopPointerListener = addPointerEvent(element, \"pointerdown\", (event) => {\n\t\t\tconst { drag, dragListener = true } = this.getProps();\n\t\t\tconst target = event.target;\n\t\t\t/**\n\t\t\t* Only block drag if clicking on a text input child element\n\t\t\t* (input, textarea, select, contenteditable) where users might\n\t\t\t* want to select text or interact with the control.\n\t\t\t*\n\t\t\t* Buttons and links don't block drag since they don't have\n\t\t\t* click-and-move actions of their own.\n\t\t\t*/\n\t\t\tconst isClickingTextInputChild = target !== element && isElementTextInput(target);\n\t\t\tif (drag && dragListener && !isClickingTextInputChild) this.start(event);\n\t\t});\n\t\t/**\n\t\t* If using ref-based constraints, observe both the draggable element\n\t\t* and the constraint container for size changes via ResizeObserver.\n\t\t* Setup is deferred because dragConstraints.current is null when\n\t\t* addListeners first runs (React hasn't committed the ref yet).\n\t\t*/\n\t\tlet stopResizeObservers;\n\t\tconst measureDragConstraints = () => {\n\t\t\tconst { dragConstraints } = this.getProps();\n\t\t\tif (isRefObject(dragConstraints) && dragConstraints.current) {\n\t\t\t\tthis.constraints = this.resolveRefConstraints();\n\t\t\t\tif (!stopResizeObservers) stopResizeObservers = startResizeObservers(element, dragConstraints.current, () => this.scalePositionWithinConstraints());\n\t\t\t}\n\t\t};\n\t\tconst { projection } = this.visualElement;\n\t\tconst stopMeasureLayoutListener = projection.addEventListener(\"measure\", measureDragConstraints);\n\t\tif (projection && !projection.layout) {\n\t\t\tprojection.root && projection.root.updateScroll();\n\t\t\tprojection.updateLayout();\n\t\t}\n\t\tframe.read(measureDragConstraints);\n\t\t/**\n\t\t* Attach a window resize listener to scale the draggable target within its defined\n\t\t* constraints as the window resizes.\n\t\t*/\n\t\tconst stopResizeListener = addDomEvent(window, \"resize\", () => this.scalePositionWithinConstraints());\n\t\t/**\n\t\t* If the element's layout changes, calculate the delta and apply that to\n\t\t* the drag gesture's origin point.\n\t\t*/\n\t\tconst stopLayoutUpdateListener = projection.addEventListener(\"didUpdate\", (({ delta, hasLayoutChanged }) => {\n\t\t\tif (this.isDragging && hasLayoutChanged) {\n\t\t\t\teachAxis((axis) => {\n\t\t\t\t\tconst motionValue = this.getAxisMotionValue(axis);\n\t\t\t\t\tif (!motionValue) return;\n\t\t\t\t\tthis.originPoint[axis] += delta[axis].translate;\n\t\t\t\t\tmotionValue.set(motionValue.get() + delta[axis].translate);\n\t\t\t\t});\n\t\t\t\tthis.visualElement.render();\n\t\t\t}\n\t\t}));\n\t\treturn () => {\n\t\t\tstopResizeListener();\n\t\t\tstopPointerListener();\n\t\t\tstopMeasureLayoutListener();\n\t\t\tstopLayoutUpdateListener && stopLayoutUpdateListener();\n\t\t\tstopResizeObservers && stopResizeObservers();\n\t\t};\n\t}\n\tgetProps() {\n\t\tconst props = this.visualElement.getProps();\n\t\tconst { drag = false, dragDirectionLock = false, dragPropagation = false, dragConstraints = false, dragElastic = defaultElastic, dragMomentum = true } = props;\n\t\treturn {\n\t\t\t...props,\n\t\t\tdrag,\n\t\t\tdragDirectionLock,\n\t\t\tdragPropagation,\n\t\t\tdragConstraints,\n\t\t\tdragElastic,\n\t\t\tdragMomentum\n\t\t};\n\t}\n};\nfunction skipFirstCall(callback) {\n\tlet isFirst = true;\n\treturn () => {\n\t\tif (isFirst) {\n\t\t\tisFirst = false;\n\t\t\treturn;\n\t\t}\n\t\tcallback();\n\t};\n}\nfunction startResizeObservers(element, constraintsElement, onResize) {\n\tconst stopElement = resize(element, skipFirstCall(onResize));\n\tconst stopContainer = resize(constraintsElement, skipFirstCall(onResize));\n\treturn () => {\n\t\tstopElement();\n\t\tstopContainer();\n\t};\n}\nfunction shouldDrag(direction, drag, currentDirection) {\n\treturn (drag === true || drag === direction) && (currentDirection === null || currentDirection === direction);\n}\n/**\n* Based on an x/y offset determine the current drag direction. If both axis' offsets are lower\n* than the provided threshold, return `null`.\n*\n* @param offset - The x/y offset from origin.\n* @param lockThreshold - (Optional) - the minimum absolute offset before we can determine a drag direction.\n*/\nfunction getCurrentDirection(offset, lockThreshold = 10) {\n\tlet direction = null;\n\tif (Math.abs(offset.y) > lockThreshold) direction = \"y\";\n\telse if (Math.abs(offset.x) > lockThreshold) direction = \"x\";\n\treturn direction;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/gestures/drag/index.mjs\nvar DragGesture = class extends Feature {\n\tconstructor(node) {\n\t\tsuper(node);\n\t\tthis.removeGroupControls = noop;\n\t\tthis.removeListeners = noop;\n\t\tthis.controls = new VisualElementDragControls(node);\n\t}\n\tmount() {\n\t\tconst { dragControls } = this.node.getProps();\n\t\tif (dragControls) this.removeGroupControls = dragControls.subscribe(this.controls);\n\t\tthis.removeListeners = this.controls.addListeners() || noop;\n\t}\n\tupdate() {\n\t\tconst { dragControls } = this.node.getProps();\n\t\tconst { dragControls: prevDragControls } = this.node.prevProps || {};\n\t\tif (dragControls !== prevDragControls) {\n\t\t\tthis.removeGroupControls();\n\t\t\tif (dragControls) this.removeGroupControls = dragControls.subscribe(this.controls);\n\t\t}\n\t}\n\tunmount() {\n\t\tthis.removeGroupControls();\n\t\tthis.removeListeners();\n\t\t/**\n\t\t* In React 19, during list reorder reconciliation, components may\n\t\t* briefly unmount and remount while the drag is still active. If we're\n\t\t* actively dragging, we should NOT end the pan session - it will\n\t\t* continue tracking pointer events via its window-level listeners.\n\t\t*\n\t\t* The pan session will be properly cleaned up when:\n\t\t* 1. The drag ends naturally (pointerup/pointercancel)\n\t\t* 2. The component is truly removed from the DOM\n\t\t*/\n\t\tif (!this.controls.isDragging) this.controls.endPanSession();\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/gestures/pan/index.mjs\nconst asyncHandler = (handler) => (event, info) => {\n\tif (handler) frame.update(() => handler(event, info), false, true);\n};\nvar PanGesture = class extends Feature {\n\tconstructor() {\n\t\tsuper(...arguments);\n\t\tthis.removePointerDownListener = noop;\n\t}\n\tonPointerDown(pointerDownEvent) {\n\t\tthis.session = new PanSession(pointerDownEvent, this.createPanHandlers(), {\n\t\t\ttransformPagePoint: this.node.getTransformPagePoint(),\n\t\t\tcontextWindow: getContextWindow(this.node)\n\t\t});\n\t}\n\tcreatePanHandlers() {\n\t\tconst { onPanSessionStart, onPanStart, onPan, onPanEnd } = this.node.getProps();\n\t\treturn {\n\t\t\tonSessionStart: asyncHandler(onPanSessionStart),\n\t\t\tonStart: asyncHandler(onPanStart),\n\t\t\tonMove: asyncHandler(onPan),\n\t\t\tonEnd: (event, info) => {\n\t\t\t\tdelete this.session;\n\t\t\t\tif (onPanEnd) frame.postRender(() => onPanEnd(event, info));\n\t\t\t}\n\t\t};\n\t}\n\tmount() {\n\t\tthis.removePointerDownListener = addPointerEvent(this.node.current, \"pointerdown\", (event) => this.onPointerDown(event));\n\t}\n\tupdate() {\n\t\tthis.session && this.session.updateHandlers(this.createPanHandlers());\n\t}\n\tunmount() {\n\t\tthis.removePointerDownListener();\n\t\tthis.session && this.session.end();\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/features/layout/MeasureLayout.mjs\n/**\n* Track whether we've taken any snapshots yet. If not,\n* we can safely skip notification of didUpdate.\n*\n* Difficult to capture in a test but to prevent flickering\n* we must set this to true either on update or unmount.\n* Running `next-env/layout-id` in Safari will show this behaviour if broken.\n*/\nlet hasTakenAnySnapshot = false;\nvar MeasureLayoutWithContext = class extends Component {\n\t/**\n\t* This only mounts projection nodes for components that\n\t* need measuring, we might want to do it for all components\n\t* in order to incorporate transforms\n\t*/\n\tcomponentDidMount() {\n\t\tconst { visualElement, layoutGroup, switchLayoutGroup, layoutId } = this.props;\n\t\tconst { projection } = visualElement;\n\t\tif (projection) {\n\t\t\tif (layoutGroup.group) layoutGroup.group.add(projection);\n\t\t\tif (switchLayoutGroup && switchLayoutGroup.register && layoutId) switchLayoutGroup.register(projection);\n\t\t\tif (hasTakenAnySnapshot) projection.root.didUpdate();\n\t\t\tprojection.addEventListener(\"animationComplete\", () => {\n\t\t\t\tthis.safeToRemove();\n\t\t\t});\n\t\t\tprojection.setOptions({\n\t\t\t\t...projection.options,\n\t\t\t\tlayoutDependency: this.props.layoutDependency,\n\t\t\t\tonExitComplete: () => this.safeToRemove()\n\t\t\t});\n\t\t}\n\t\tglobalProjectionState.hasEverUpdated = true;\n\t}\n\tgetSnapshotBeforeUpdate(prevProps) {\n\t\tconst { layoutDependency, visualElement, drag, isPresent } = this.props;\n\t\tconst { projection } = visualElement;\n\t\tif (!projection) return null;\n\t\t/**\n\t\t* TODO: We use this data in relegate to determine whether to\n\t\t* promote a previous element. There's no guarantee its presence data\n\t\t* will have updated by this point - if a bug like this arises it will\n\t\t* have to be that we markForRelegation and then find a new lead some other way,\n\t\t* perhaps in didUpdate\n\t\t*/\n\t\tprojection.isPresent = isPresent;\n\t\tif (prevProps.layoutDependency !== layoutDependency) projection.setOptions({\n\t\t\t...projection.options,\n\t\t\tlayoutDependency\n\t\t});\n\t\thasTakenAnySnapshot = true;\n\t\tif (drag || prevProps.layoutDependency !== layoutDependency || layoutDependency === void 0 || prevProps.isPresent !== isPresent) projection.willUpdate();\n\t\telse this.safeToRemove();\n\t\tif (prevProps.isPresent !== isPresent) {\n\t\t\tif (isPresent) projection.promote();\n\t\t\telse if (!projection.relegate())\n /**\n\t\t\t* If there's another stack member taking over from this one,\n\t\t\t* it's in charge of the exit animation and therefore should\n\t\t\t* be in charge of the safe to remove. Otherwise we call it here.\n\t\t\t*/\n\t\t\tframe.postRender(() => {\n\t\t\t\tconst stack = projection.getStack();\n\t\t\t\tif (!stack || !stack.members.length) this.safeToRemove();\n\t\t\t});\n\t\t}\n\t\treturn null;\n\t}\n\tcomponentDidUpdate() {\n\t\tconst { visualElement, layoutAnchor } = this.props;\n\t\tconst { projection } = visualElement;\n\t\tif (projection) {\n\t\t\tprojection.options.layoutAnchor = layoutAnchor;\n\t\t\tprojection.root.didUpdate();\n\t\t\tmicrotask.postRender(() => {\n\t\t\t\tif (!projection.currentAnimation && projection.isLead()) this.safeToRemove();\n\t\t\t});\n\t\t}\n\t}\n\tcomponentWillUnmount() {\n\t\tconst { visualElement, layoutGroup, switchLayoutGroup: promoteContext } = this.props;\n\t\tconst { projection } = visualElement;\n\t\thasTakenAnySnapshot = true;\n\t\tif (projection) {\n\t\t\tprojection.scheduleCheckAfterUnmount();\n\t\t\tif (layoutGroup && layoutGroup.group) layoutGroup.group.remove(projection);\n\t\t\tif (promoteContext && promoteContext.deregister) promoteContext.deregister(projection);\n\t\t}\n\t}\n\tsafeToRemove() {\n\t\tconst { safeToRemove } = this.props;\n\t\tsafeToRemove && safeToRemove();\n\t}\n\trender() {\n\t\treturn null;\n\t}\n};\nfunction MeasureLayout(props) {\n\tconst [isPresent, safeToRemove] = usePresence();\n\tconst layoutGroup = useContext(LayoutGroupContext);\n\treturn jsx(MeasureLayoutWithContext, {\n\t\t...props,\n\t\tlayoutGroup,\n\t\tswitchLayoutGroup: useContext(SwitchLayoutGroupContext),\n\t\tisPresent,\n\t\tsafeToRemove\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/features/drag.mjs\nconst drag = {\n\tpan: { Feature: PanGesture },\n\tdrag: {\n\t\tFeature: DragGesture,\n\t\tProjectionNode: HTMLProjectionNode,\n\t\tMeasureLayout\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/gestures/hover.mjs\nfunction handleHoverEvent(node, event, lifecycle) {\n\tconst { props } = node;\n\tif (node.animationState && props.whileHover) node.animationState.setActive(\"whileHover\", lifecycle === \"Start\");\n\tconst callback = props[\"onHover\" + lifecycle];\n\tif (callback) frame.postRender(() => callback(event, extractEventInfo(event)));\n}\nvar HoverGesture = class extends Feature {\n\tmount() {\n\t\tconst { current } = this.node;\n\t\tif (!current) return;\n\t\tthis.unmount = hover(current, (_element, startEvent) => {\n\t\t\thandleHoverEvent(this.node, startEvent, \"Start\");\n\t\t\treturn (endEvent) => handleHoverEvent(this.node, endEvent, \"End\");\n\t\t});\n\t}\n\tunmount() {}\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/gestures/focus.mjs\nvar FocusGesture = class extends Feature {\n\tconstructor() {\n\t\tsuper(...arguments);\n\t\tthis.isActive = false;\n\t}\n\tonFocus() {\n\t\tlet isFocusVisible = false;\n\t\t/**\n\t\t* If this element doesn't match focus-visible then don't\n\t\t* apply whileHover. But, if matches throws that focus-visible\n\t\t* is not a valid selector then in that browser outline styles will be applied\n\t\t* to the element by default and we want to match that behaviour with whileFocus.\n\t\t*/\n\t\ttry {\n\t\t\tisFocusVisible = this.node.current.matches(\":focus-visible\");\n\t\t} catch (e) {\n\t\t\tisFocusVisible = true;\n\t\t}\n\t\tif (!isFocusVisible || !this.node.animationState) return;\n\t\tthis.node.animationState.setActive(\"whileFocus\", true);\n\t\tthis.isActive = true;\n\t}\n\tonBlur() {\n\t\tif (!this.isActive || !this.node.animationState) return;\n\t\tthis.node.animationState.setActive(\"whileFocus\", false);\n\t\tthis.isActive = false;\n\t}\n\tmount() {\n\t\tthis.unmount = pipe(addDomEvent(this.node.current, \"focus\", () => this.onFocus()), addDomEvent(this.node.current, \"blur\", () => this.onBlur()));\n\t}\n\tunmount() {}\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/gestures/press.mjs\nfunction handlePressEvent(node, event, lifecycle) {\n\tconst { props } = node;\n\tif (node.current instanceof HTMLButtonElement && node.current.disabled) return;\n\tif (node.animationState && props.whileTap) node.animationState.setActive(\"whileTap\", lifecycle === \"Start\");\n\tconst callback = props[\"onTap\" + (lifecycle === \"End\" ? \"\" : lifecycle)];\n\tif (callback) frame.postRender(() => callback(event, extractEventInfo(event)));\n}\nvar PressGesture = class extends Feature {\n\tmount() {\n\t\tconst { current } = this.node;\n\t\tif (!current) return;\n\t\tconst { globalTapTarget, propagate } = this.node.props;\n\t\tthis.unmount = press(current, (_element, startEvent) => {\n\t\t\thandlePressEvent(this.node, startEvent, \"Start\");\n\t\t\treturn (endEvent, { success }) => handlePressEvent(this.node, endEvent, success ? \"End\" : \"Cancel\");\n\t\t}, {\n\t\t\tuseGlobalTarget: globalTapTarget,\n\t\t\tstopPropagation: propagate?.tap === false\n\t\t});\n\t}\n\tunmount() {}\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/features/viewport/observers.mjs\n/**\n* Map an IntersectionHandler callback to an element. We only ever make one handler for one\n* element, so even though these handlers might all be triggered by different\n* observers, we can keep them in the same map.\n*/\nconst observerCallbacks = /* @__PURE__ */ new WeakMap();\n/**\n* Multiple observers can be created for multiple element/document roots. Each with\n* different settings. So here we store dictionaries of observers to each root,\n* using serialised settings (threshold/margin) as lookup keys.\n*/\nconst observers = /* @__PURE__ */ new WeakMap();\nconst fireObserverCallback = (entry) => {\n\tconst callback = observerCallbacks.get(entry.target);\n\tcallback && callback(entry);\n};\nconst fireAllObserverCallbacks = (entries) => {\n\tentries.forEach(fireObserverCallback);\n};\nfunction initIntersectionObserver({ root, ...options }) {\n\tconst lookupRoot = root || document;\n\t/**\n\t* If we don't have an observer lookup map for this root, create one.\n\t*/\n\tif (!observers.has(lookupRoot)) observers.set(lookupRoot, {});\n\tconst rootObservers = observers.get(lookupRoot);\n\tconst key = JSON.stringify(options);\n\t/**\n\t* If we don't have an observer for this combination of root and settings,\n\t* create one.\n\t*/\n\tif (!rootObservers[key]) rootObservers[key] = new IntersectionObserver(fireAllObserverCallbacks, {\n\t\troot,\n\t\t...options\n\t});\n\treturn rootObservers[key];\n}\nfunction observeIntersection(element, options, callback) {\n\tconst rootInteresectionObserver = initIntersectionObserver(options);\n\tobserverCallbacks.set(element, callback);\n\trootInteresectionObserver.observe(element);\n\treturn () => {\n\t\tobserverCallbacks.delete(element);\n\t\trootInteresectionObserver.unobserve(element);\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/features/viewport/index.mjs\nconst thresholdNames = {\n\tsome: 0,\n\tall: 1\n};\nvar InViewFeature = class extends Feature {\n\tconstructor() {\n\t\tsuper(...arguments);\n\t\tthis.hasEnteredView = false;\n\t\tthis.isInView = false;\n\t}\n\tstartObserver() {\n\t\tthis.stopObserver?.();\n\t\tconst { viewport = {} } = this.node.getProps();\n\t\tconst { root, margin: rootMargin, amount = \"some\", once } = viewport;\n\t\tconst options = {\n\t\t\troot: root ? root.current : void 0,\n\t\t\trootMargin,\n\t\t\tthreshold: typeof amount === \"number\" ? amount : thresholdNames[amount]\n\t\t};\n\t\tconst onIntersectionUpdate = (entry) => {\n\t\t\tconst { isIntersecting } = entry;\n\t\t\t/**\n\t\t\t* If there's been no change in the viewport state, early return.\n\t\t\t*/\n\t\t\tif (this.isInView === isIntersecting) return;\n\t\t\tthis.isInView = isIntersecting;\n\t\t\t/**\n\t\t\t* Handle hasEnteredView. If this is only meant to run once, and\n\t\t\t* element isn't visible, early return. Otherwise set hasEnteredView to true.\n\t\t\t*/\n\t\t\tif (once && !isIntersecting && this.hasEnteredView) return;\n\t\t\telse if (isIntersecting) this.hasEnteredView = true;\n\t\t\tif (this.node.animationState) this.node.animationState.setActive(\"whileInView\", isIntersecting);\n\t\t\t/**\n\t\t\t* Use the latest committed props rather than the ones in scope\n\t\t\t* when this observer is created\n\t\t\t*/\n\t\t\tconst { onViewportEnter, onViewportLeave } = this.node.getProps();\n\t\t\tconst callback = isIntersecting ? onViewportEnter : onViewportLeave;\n\t\t\tcallback && callback(entry);\n\t\t};\n\t\tthis.stopObserver = observeIntersection(this.node.current, options, onIntersectionUpdate);\n\t}\n\tmount() {\n\t\tthis.startObserver();\n\t}\n\tupdate() {\n\t\tif (typeof IntersectionObserver === \"undefined\") return;\n\t\tconst { props, prevProps } = this.node;\n\t\tif ([\n\t\t\t\"amount\",\n\t\t\t\"margin\",\n\t\t\t\"root\"\n\t\t].some(hasViewportOptionChanged(props, prevProps))) this.startObserver();\n\t}\n\tunmount() {\n\t\tthis.stopObserver?.();\n\t\tthis.hasEnteredView = false;\n\t\tthis.isInView = false;\n\t}\n};\nfunction hasViewportOptionChanged({ viewport = {} }, { viewport: prevViewport = {} } = {}) {\n\treturn (name) => viewport[name] !== prevViewport[name];\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/features/gestures.mjs\nconst gestureAnimations = {\n\tinView: { Feature: InViewFeature },\n\ttap: { Feature: PressGesture },\n\tfocus: { Feature: FocusGesture },\n\thover: { Feature: HoverGesture }\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/features/layout.mjs\nconst layout = { layout: {\n\tProjectionNode: HTMLProjectionNode,\n\tMeasureLayout\n} };\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/components/motion/feature-bundle.mjs\nconst featureBundle = {\n\t...animations,\n\t...gestureAnimations,\n\t...drag,\n\t...layout\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/components/motion/proxy.mjs\nconst motion = /*@__PURE__*/ createMotionProxy(featureBundle, createDomVisualElement);\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-unmount-effect.mjs\nfunction useUnmountEffect(callback) {\n\treturn useEffect(() => () => callback(), []);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/features-animation.mjs\n/**\n* @public\n*/\nconst domAnimation = {\n\trenderer: createDomVisualElement,\n\t...animations,\n\t...gestureAnimations\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/features-max.mjs\n/**\n* @public\n*/\nconst domMax = {\n\t...domAnimation,\n\t...drag,\n\t...layout\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/features-min.mjs\n/**\n* @public\n*/\nconst domMin = {\n\trenderer: createDomVisualElement,\n\t...animations\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-motion-value-event.mjs\nfunction useMotionValueEvent(value, event, callback) {\n\t/**\n\t* useInsertionEffect will create subscriptions before any other\n\t* effects will run. Effects run upwards through the tree so it\n\t* can be that binding a useLayoutEffect higher up the tree can\n\t* miss changes from lower down the tree.\n\t*/\n\tuseInsertionEffect(() => value.on(event, callback), [\n\t\tvalue,\n\t\tevent,\n\t\tcallback\n\t]);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/info.mjs\n/**\n* A time in milliseconds, beyond which we consider the scroll velocity to be 0.\n*/\nconst maxElapsed = 50;\nconst createAxisInfo = () => ({\n\tcurrent: 0,\n\toffset: [],\n\tprogress: 0,\n\tscrollLength: 0,\n\ttargetOffset: 0,\n\ttargetLength: 0,\n\tcontainerLength: 0,\n\tvelocity: 0\n});\nconst createScrollInfo = () => ({\n\ttime: 0,\n\tx: createAxisInfo(),\n\ty: createAxisInfo()\n});\n/**\n* Also iterated with for...in as the list of axes.\n*/\nconst axisKeys = {\n\tx: {\n\t\tlength: \"Width\",\n\t\tposition: \"Left\"\n\t},\n\ty: {\n\t\tlength: \"Height\",\n\t\tposition: \"Top\"\n\t}\n};\nconst styles = /* @__PURE__ */ new WeakMap();\n/**\n* Whether an axis scrolls from its end, which browsers report as a scroll\n* position running from 0 to -scrollLength (#3340). This is read from style\n* rather than the sign of the scroll position, as elastic overscroll pushes\n* the position past 0 in either kind of axis (#3791).\n*/\nfunction isReversed(element, axisName) {\n\t/**\n\t* The viewport takes its writing mode and direction from <body>, which\n\t* not every browser reflects in the root element's computed style. It\n\t* doesn't adopt the root element's flex layout.\n\t*/\n\tconst isRoot = element === document.scrollingElement;\n\tconst source = isRoot && document.body || element;\n\tlet style = styles.get(source);\n\tif (!style) styles.set(source, style = getComputedStyle(source));\n\tconst { writingMode, flexDirection } = style;\n\tconst isInline = axisName === \"x\" !== /^[vs]/.test(writingMode);\n\treturn (isInline ? style.direction === \"rtl\" !== (writingMode === \"sideways-lr\") : writingMode.endsWith(\"rl\")) !== (!isRoot && style.display.includes(\"flex\") && (isInline !== (flexDirection[0] === \"c\") ? flexDirection : style.flexWrap).endsWith(\"reverse\"));\n}\nfunction updateAxisInfo(element, axisName, info, time) {\n\tconst axis = info[axisName];\n\tconst { length, position } = axisKeys[axisName];\n\tconst prev = axis.current;\n\tconst prevTime = info.time;\n\tconst scrollPosition = element[`scroll${position}`];\n\taxis.current = isReversed(element, axisName) ? -scrollPosition || 0 : scrollPosition;\n\taxis.containerLength = element[`client${length}`];\n\taxis.targetLength = element[`scroll${length}`];\n\taxis.scrollLength = axis.targetLength - axis.containerLength;\n\taxis.offset.length = 0;\n\taxis.offset[0] = 0;\n\taxis.offset[1] = axis.scrollLength;\n\taxis.progress = clamp(0, 1, progress(0, axis.scrollLength, axis.current));\n\tconst elapsed = time - prevTime;\n\taxis.velocity = elapsed > maxElapsed ? 0 : velocityPerSecond(axis.current - prev, elapsed);\n}\n/**\n* Measures a scroll container. Runs once per container per frame; every\n* handler on that container derives its info from the result.\n*/\nfunction updateScrollInfo(element, info, time) {\n\tfor (const axis in axisKeys) updateAxisInfo(element, axis, info, time);\n\tinfo.time = time;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/offsets/edge.mjs\nconst namedEdges = {\n\tstart: 0,\n\tcenter: .5,\n\tend: 1\n};\nfunction resolveEdge(edge, length, inset = 0) {\n\tlet delta = 0;\n\t/**\n\t* If we have this edge defined as a preset, replace the definition\n\t* with the numerical value.\n\t*/\n\tif (edge in namedEdges) edge = namedEdges[edge];\n\t/**\n\t* Handle unit values\n\t*/\n\tif (typeof edge === \"string\") {\n\t\tconst asNumber = parseFloat(edge);\n\t\tif (edge.endsWith(\"px\")) delta = asNumber;\n\t\telse if (edge.endsWith(\"%\")) edge = asNumber / 100;\n\t\telse if (edge.endsWith(\"vw\")) delta = asNumber / 100 * document.documentElement.clientWidth;\n\t\telse if (edge.endsWith(\"vh\")) delta = asNumber / 100 * document.documentElement.clientHeight;\n\t\telse edge = asNumber;\n\t}\n\t/**\n\t* If the edge is defined as a number, handle as a progress value.\n\t*/\n\tif (typeof edge === \"number\") delta = length * edge;\n\treturn inset + delta;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/offsets/offset.mjs\nconst defaultOffset = [0, 0];\nfunction resolveOffset(offset, containerLength, targetLength, targetInset) {\n\tlet offsetDefinition = Array.isArray(offset) ? offset : defaultOffset;\n\tlet targetPoint = 0;\n\tlet containerPoint = 0;\n\tif (typeof offset === \"number\")\n /**\n\t* If we're provided offset: [0, 0.5, 1] then each number x should become\n\t* [x, x], so we default to the behaviour of mapping 0 => 0 of both target\n\t* and container etc.\n\t*/\n\toffsetDefinition = [offset, offset];\n\telse if (typeof offset === \"string\") {\n\t\toffset = offset.trim();\n\t\tif (offset.includes(\" \")) offsetDefinition = offset.split(\" \");\n\t\telse\n /**\n\t\t* If we're provided a definition like \"100px\" then we want to apply\n\t\t* that only to the top of the target point, leaving the container at 0.\n\t\t* Whereas a named offset like \"end\" should be applied to both.\n\t\t*/\n\t\toffsetDefinition = [offset, namedEdges[offset] ? offset : `0`];\n\t}\n\ttargetPoint = resolveEdge(offsetDefinition[0], targetLength, targetInset);\n\tcontainerPoint = resolveEdge(offsetDefinition[1], containerLength);\n\treturn targetPoint - containerPoint;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/offsets/presets.mjs\nconst ScrollOffset = { All: [[0, 0], [1, 1]] };\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/offsets/index.mjs\n/**\n* Resolved offsets map to evenly spaced progress values, so progress is\n* derived from the segment index rather than building an interpolator.\n*/\nfunction offsetsToProgress(offsets, v) {\n\tconst n = offsets.length - 1;\n\tif (n < 1) return 0;\n\tconst reverse = offsets[0] > offsets[n];\n\tconst at = (i) => offsets[reverse ? n - i : i];\n\t/**\n\t* Matches interpolate(), which checks for a zero-length first range\n\t* before reversing descending offsets.\n\t*/\n\tif (offsets[0] === offsets[1] && v < at(0)) return reverse ? 1 : 0;\n\tlet i = 0;\n\twhile (i < n - 1 && v >= at(i + 1)) i++;\n\tconst p = (i + progress(at(i), at(i + 1), v)) / n;\n\treturn reverse ? 1 - p : p;\n}\nfunction resolveOffsets(info, options) {\n\tconst { offset: offsetDefinition = ScrollOffset.All, axis = \"y\" } = options;\n\tconst axisInfo = info[axis];\n\t/**\n\t* Reset the length of the resolved offset array rather than creating a new one.\n\t*/\n\taxisInfo.offset.length = 0;\n\t/**\n\t* Populate the offset array by resolving the user's offset definition into\n\t* a list of pixel scroll offsets.\n\t*/\n\tconst numOffsets = offsetDefinition.length;\n\tfor (let i = 0; i < numOffsets; i++) axisInfo.offset[i] = resolveOffset(offsetDefinition[i], axisInfo.containerLength, axisInfo.targetLength, axisInfo.targetOffset);\n\taxisInfo.progress = clamp(0, 1, offsetsToProgress(axisInfo.offset, axisInfo.current));\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/offsets/inset.mjs\nfunction calcInset(element, container) {\n\tconst inset = {\n\t\tx: 0,\n\t\ty: 0\n\t};\n\tlet current = element;\n\twhile (current && current !== container) if (isHTMLElement(current)) {\n\t\tinset.x += current.offsetLeft;\n\t\tinset.y += current.offsetTop;\n\t\tcurrent = current.offsetParent;\n\t} else if (current.tagName === \"svg\") {\n\t\t/**\n\t\t* This isn't an ideal approach to measuring the offset of <svg /> tags.\n\t\t* It would be preferable, given they behave like HTMLElements in most ways\n\t\t* to use offsetLeft/Top. But these don't exist on <svg />. Likewise we\n\t\t* can't use .getBBox() like most SVG elements as these provide the offset\n\t\t* relative to the SVG itself, which for <svg /> is usually 0x0.\n\t\t*/\n\t\tconst svgBoundingBox = current.getBoundingClientRect();\n\t\tcurrent = current.parentElement;\n\t\tconst parentBoundingBox = current.getBoundingClientRect();\n\t\tinset.x += svgBoundingBox.left - parentBoundingBox.left;\n\t\tinset.y += svgBoundingBox.top - parentBoundingBox.top;\n\t} else if (current instanceof SVGGraphicsElement) {\n\t\tconst { x, y } = current.getBBox();\n\t\tinset.x += x;\n\t\tinset.y += y;\n\t\tlet svg = null;\n\t\tlet parent = current.parentNode;\n\t\twhile (!svg) {\n\t\t\tif (parent.tagName === \"svg\") svg = parent;\n\t\t\tparent = current.parentNode;\n\t\t}\n\t\tcurrent = svg;\n\t} else break;\n\treturn inset;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/on-scroll-handler.mjs\nfunction getTargetSize(target) {\n\treturn \"getBBox\" in target && target.tagName !== \"svg\" ? target.getBBox() : {\n\t\twidth: target.clientWidth,\n\t\theight: target.clientHeight\n\t};\n}\nfunction createOnScrollHandler(container, onScroll, info, options = {}) {\n\tconst { target } = options;\n\t/**\n\t* Handlers without a target or offset are notified with the container's\n\t* shared info object, so they measure nothing themselves.\n\t*/\n\tconst needsOwnInfo = target || options.offset;\n\treturn {\n\t\tmeasure: (containerInfo) => {\n\t\t\tif (!needsOwnInfo) return;\n\t\t\tinfo.time = containerInfo.time;\n\t\t\tfor (const key in axisKeys) {\n\t\t\t\tconst axis = key;\n\t\t\t\tconst { offset } = info[axis];\n\t\t\t\tObject.assign(info[axis], containerInfo[axis]);\n\t\t\t\tinfo[axis].offset = offset;\n\t\t\t}\n\t\t\tif (target && target !== container) {\n\t\t\t\tconst inset = calcInset(target, container);\n\t\t\t\tconst size = getTargetSize(target);\n\t\t\t\tinfo.x.targetOffset = inset.x;\n\t\t\t\tinfo.y.targetOffset = inset.y;\n\t\t\t\tinfo.x.targetLength = size.width;\n\t\t\t\tinfo.y.targetLength = size.height;\n\t\t\t}\n\t\t\tresolveOffsets(info, options);\n\t\t},\n\t\tnotify: (containerInfo) => onScroll(needsOwnInfo ? info : containerInfo)\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/track.mjs\nconst scrollListeners = /* @__PURE__ */ new WeakMap();\nconst resizeListeners = /* @__PURE__ */ new WeakMap();\nconst onScrollHandlers = /* @__PURE__ */ new WeakMap();\nconst dimensionCheckProcesses = /* @__PURE__ */ new WeakMap();\nconst getEventTarget = (element) => element === document.scrollingElement ? window : element;\nfunction scrollInfo(onScroll, { container = document.scrollingElement, trackContentSize = false, ...options } = {}) {\n\tif (!container) return noop;\n\tlet containerHandlers = onScrollHandlers.get(container);\n\t/**\n\t* Get the onScroll handlers for this container.\n\t* If one isn't found, create a new one.\n\t*/\n\tif (!containerHandlers) {\n\t\tcontainerHandlers = /* @__PURE__ */ new Set();\n\t\tonScrollHandlers.set(container, containerHandlers);\n\t}\n\t/**\n\t* Create a new onScroll handler for the provided callback.\n\t*/\n\tconst info = createScrollInfo();\n\tconst containerHandler = createOnScrollHandler(container, onScroll, info, options);\n\tcontainerHandlers.add(containerHandler);\n\t/**\n\t* Check if there's a scroll event listener for this container.\n\t* If not, create one.\n\t*/\n\tif (!scrollListeners.has(container)) {\n\t\tconst containerInfo = createScrollInfo();\n\t\tconst measureAll = () => {\n\t\t\tupdateScrollInfo(container, containerInfo, frameData.timestamp);\n\t\t\tfor (const handler of containerHandlers) handler.measure(containerInfo);\n\t\t\tframe.preUpdate(notifyAll);\n\t\t};\n\t\tconst notifyAll = () => {\n\t\t\tfor (const handler of containerHandlers) handler.notify(containerInfo);\n\t\t};\n\t\tconst listener = () => frame.read(measureAll);\n\t\tscrollListeners.set(container, listener);\n\t\tconst target = getEventTarget(container);\n\t\twindow.addEventListener(\"resize\", listener);\n\t\tif (container !== document.documentElement) resizeListeners.set(container, resize(container, listener));\n\t\ttarget.addEventListener(\"scroll\", listener);\n\t\tlistener();\n\t}\n\t/**\n\t* Enable content size tracking if requested and not already enabled.\n\t*/\n\tif (trackContentSize && !dimensionCheckProcesses.has(container)) {\n\t\tconst listener = scrollListeners.get(container);\n\t\tconst size = {\n\t\t\twidth: container.scrollWidth,\n\t\t\theight: container.scrollHeight\n\t\t};\n\t\tconst checkScrollDimensions = () => {\n\t\t\tconst newWidth = container.scrollWidth;\n\t\t\tconst newHeight = container.scrollHeight;\n\t\t\tif (size.width !== newWidth || size.height !== newHeight) {\n\t\t\t\tlistener();\n\t\t\t\tsize.width = newWidth;\n\t\t\t\tsize.height = newHeight;\n\t\t\t}\n\t\t};\n\t\tconst dimensionCheckProcess = frame.read(checkScrollDimensions, true);\n\t\tdimensionCheckProcesses.set(container, dimensionCheckProcess);\n\t}\n\tconst listener = scrollListeners.get(container);\n\tframe.read(listener, false, true);\n\treturn () => {\n\t\tcancelFrame(listener);\n\t\t/**\n\t\t* Check if we even have any handlers for this container.\n\t\t*/\n\t\tconst currentHandlers = onScrollHandlers.get(container);\n\t\tif (!currentHandlers) return;\n\t\tcurrentHandlers.delete(containerHandler);\n\t\tif (currentHandlers.size) return;\n\t\t/**\n\t\t* If no more handlers, remove the scroll listener too. The handler\n\t\t* set goes with it, as a measure still queued from this listener\n\t\t* would otherwise notify handlers added by a later scrollInfo call.\n\t\t*/\n\t\tonScrollHandlers.delete(container);\n\t\tconst scrollListener = scrollListeners.get(container);\n\t\tscrollListeners.delete(container);\n\t\tif (scrollListener) {\n\t\t\tgetEventTarget(container).removeEventListener(\"scroll\", scrollListener);\n\t\t\tresizeListeners.get(container)?.();\n\t\t\twindow.removeEventListener(\"resize\", scrollListener);\n\t\t}\n\t\tconst dimensionCheckProcess = dimensionCheckProcesses.get(container);\n\t\tif (dimensionCheckProcess) {\n\t\t\tcancelFrame(dimensionCheckProcess);\n\t\t\tdimensionCheckProcesses.delete(container);\n\t\t}\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/utils/can-use-native-timeline.mjs\nfunction canUseNativeTimeline(target) {\n\tif (typeof window === \"undefined\") return false;\n\treturn target ? supportsViewTimeline() : supportsScrollTimeline();\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/utils/get-timeline.mjs\nconst timelineCache = /* @__PURE__ */ new Map();\n/**\n* Native timelines are only attached to WAAPI animations. Offsets are\n* applied to each animation as a range, so a timeline is shared by every\n* offset.\n*/\nfunction getTimeline({ container, target, axis }) {\n\tlet containerCache = timelineCache.get(container);\n\tif (!containerCache) {\n\t\tcontainerCache = /* @__PURE__ */ new Map();\n\t\ttimelineCache.set(container, containerCache);\n\t}\n\tconst targetKey = target ?? \"self\";\n\tlet targetCache = containerCache.get(targetKey);\n\tif (!targetCache) {\n\t\ttargetCache = {};\n\t\tcontainerCache.set(targetKey, targetCache);\n\t}\n\treturn targetCache[axis] || (targetCache[axis] = target ? new ViewTimeline({\n\t\tsubject: target,\n\t\taxis\n\t}) : new ScrollTimeline({\n\t\tsource: container,\n\t\taxis\n\t}));\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/utils/offset-to-range.mjs\n/**\n* Resolved offsets are linear in the target and container lengths, so\n* probing them gives [target progress, container progress, pixels].\n* vw/vh can resolve to 0px, so they're rejected up front.\n*/\nconst toIntersection = (o) => {\n\tif (/v/u.test(o)) return [];\n\tconst px = resolveOffset(o, 0, 0, 0);\n\treturn [\n\t\tresolveOffset(o, 0, 1, 0) - px,\n\t\tpx - resolveOffset(o, 1, 0, 0),\n\t\tpx\n\t];\n};\nconst toRange = ([t, c, px]) => !px && (c === 0 || c === 1) && `${c ? \"entry\" : \"exit\"}-crossing ${t * 100}%`;\n/**\n* Maps an offset to an equivalent ViewTimeline range. Returns undefined when\n* there isn't one, which signals the caller to fall back to JS-based scroll\n* tracking.\n*/\nfunction offsetToViewTimelineRange(offset = ScrollOffset.All) {\n\tif (offset.length !== 2) return;\n\tconst [start, end] = offset.map(toIntersection);\n\tconst points = [toRange(start), toRange(end)];\n\tconst a = end[0] - start[0];\n\tconst b = start[1] - end[1];\n\tif (points[0] && points[1] && (a || b)) return {\n\t\tpoints,\n\t\ta,\n\t\tb,\n\t\tcover: !start[0] && a === 1 && b === 1\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/attach-animation.mjs\nfunction attachToAnimation(animation, options) {\n\tconst { target, container, axis } = options;\n\tconst range = target && offsetToViewTimelineRange(options.offset);\n\t/**\n\t* Use native timeline when:\n\t* - No target and no offset: ScrollTimeline\n\t* - Target with mappable offset: ViewTimeline with named range\n\t* - Otherwise: fall back to JS observe. A ScrollTimeline has no offset,\n\t*   so page offsets are applied by the JS timeline.\n\t*/\n\tconst native = canUseNativeTimeline(target) && (target ? !!range : !options.offset);\n\tconst animations = /* @__PURE__ */ new Map();\n\tconst observed = /* @__PURE__ */ new Set();\n\tlet stopObserving;\n\tlet reverse = false;\n\t/**\n\t* When an offset's second point comes first, its range is swapped and\n\t* the animation played backwards. The range is set after the direction,\n\t* as that's what realigns a running animation with its timeline. Chrome\n\t* skips that realignment when the range changes in the frame the\n\t* animation starts, leaving it offset for good, so it's replayed too.\n\t*/\n\tconst apply = (direction, waapi) => {\n\t\tconst [start, end] = range.points;\n\t\twaapi.effect.updateTiming({ direction: reverse ? direction === \"normal\" ? \"reverse\" : \"alternate-reverse\" : direction });\n\t\tObject.assign(waapi, {\n\t\t\trangeStart: reverse ? end : start,\n\t\t\trangeEnd: reverse ? start : end\n\t\t});\n\t\twaapi.play();\n\t};\n\tconst stops = [animation.attachTimeline({\n\t\t/**\n\t\t* Read only by WAAPI animations, so values driven from JS don't\n\t\t* create a native timeline they won't use.\n\t\t*/\n\t\tget timeline() {\n\t\t\treturn native ? getTimeline(options) : void 0;\n\t\t},\n\t\tonAttach: range && ((waapi) => {\n\t\t\tconst direction = waapi.effect.getTiming().direction;\n\t\t\tanimations.set(waapi, direction);\n\t\t\tapply(direction, waapi);\n\t\t}),\n\t\t/**\n\t\t* Values driven from JS all track the offset with scrollInfo,\n\t\t* which measures once per frame for all of them.\n\t\t*/\n\t\tobserve: (valueAnimation) => {\n\t\t\tvalueAnimation.pause();\n\t\t\tobserved.add(valueAnimation);\n\t\t\tstopObserving || (stopObserving = scrollInfo((info) => {\n\t\t\t\tobserved.forEach((observedAnimation) => {\n\t\t\t\t\tobservedAnimation.time = observedAnimation.iterationDuration * info[axis].progress;\n\t\t\t\t});\n\t\t\t}, options));\n\t\t\treturn () => observed.delete(valueAnimation);\n\t\t}\n\t})];\n\tif (native && range) {\n\t\tconst { a, b } = range;\n\t\tconst length = axis === \"y\" ? \"clientHeight\" : \"clientWidth\";\n\t\t/**\n\t\t* Offsets like All only run forwards when the target is longer than\n\t\t* the container, so their direction is remeasured on resize.\n\t\t*/\n\t\tconst update = () => {\n\t\t\tif (reverse !== (reverse = a * target[length] + b * container[length] < 0)) animations.forEach(apply);\n\t\t};\n\t\tupdate();\n\t\tif (a * b < 0) stops.push(resize(update), resize([target, container], update));\n\t}\n\treturn () => {\n\t\tstops.forEach((stop) => stop());\n\t\tstopObserving?.();\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/scroll/index.mjs\nfunction scroll(onScroll, { axis = \"y\", source, container = document.scrollingElement, ...options } = {}) {\n\tif (!container) return noop;\n\tconst optionsWithDefaults = {\n\t\taxis,\n\t\tcontainer: source || container,\n\t\t...options\n\t};\n\treturn typeof onScroll === \"function\" ? scrollInfo((info) => onScroll(info[axis].progress, info), optionsWithDefaults) : attachToAnimation(onScroll, optionsWithDefaults);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-scroll.mjs\nconst createScrollMotionValues = () => ({\n\tscrollX: motionValue(0),\n\tscrollY: motionValue(0),\n\tscrollXProgress: motionValue(0),\n\tscrollYProgress: motionValue(0)\n});\nconst isRefPending = (ref) => {\n\tif (!ref) return false;\n\treturn !ref.current;\n};\nfunction makeAccelerateConfig(axis, options, container, target) {\n\treturn {\n\t\tfactory: (animation) => {\n\t\t\tlet cleanup;\n\t\t\tconst start = () => {\n\t\t\t\tif (isRefPending(container) || isRefPending(target)) {\n\t\t\t\t\tmicrotask.read(start);\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tcleanup = scroll(animation, {\n\t\t\t\t\t...options,\n\t\t\t\t\taxis,\n\t\t\t\t\tcontainer: container?.current || void 0,\n\t\t\t\t\ttarget: target?.current || void 0\n\t\t\t\t});\n\t\t\t};\n\t\t\tmicrotask.read(start);\n\t\t\treturn () => {\n\t\t\t\tcancelMicrotask(start);\n\t\t\t\tcleanup?.();\n\t\t\t};\n\t\t},\n\t\ttimes: [0, 1],\n\t\tkeyframes: [0, 1],\n\t\tease: (v) => v,\n\t\tduration: 1\n\t};\n}\nfunction canAccelerateScroll(target, offset) {\n\tif (typeof window === \"undefined\") return false;\n\treturn target ? supportsViewTimeline() && !!offsetToViewTimelineRange(offset) : supportsScrollTimeline() && !offset;\n}\nfunction useScroll({ container, target, ...options } = {}) {\n\tconst values = useConstant(createScrollMotionValues);\n\tif (canAccelerateScroll(target, options.offset)) {\n\t\tvalues.scrollXProgress.accelerate = makeAccelerateConfig(\"x\", options, container, target);\n\t\tvalues.scrollYProgress.accelerate = makeAccelerateConfig(\"y\", options, container, target);\n\t}\n\tconst scrollAnimation = useRef(null);\n\tconst needsStart = useRef(false);\n\tconst start = useCallback(() => {\n\t\tscrollAnimation.current = scroll((_progress, { x, y }) => {\n\t\t\tvalues.scrollX.set(x.current);\n\t\t\tvalues.scrollXProgress.set(x.progress);\n\t\t\tvalues.scrollY.set(y.current);\n\t\t\tvalues.scrollYProgress.set(y.progress);\n\t\t}, {\n\t\t\t...options,\n\t\t\tcontainer: container?.current || void 0,\n\t\t\ttarget: target?.current || void 0\n\t\t});\n\t\treturn () => {\n\t\t\tscrollAnimation.current?.();\n\t\t};\n\t}, [\n\t\tcontainer,\n\t\ttarget,\n\t\tJSON.stringify(options.offset)\n\t]);\n\tuseIsomorphicLayoutEffect(() => {\n\t\tneedsStart.current = false;\n\t\tif (isRefPending(container) || isRefPending(target)) {\n\t\t\tneedsStart.current = true;\n\t\t\treturn;\n\t\t} else return start();\n\t}, [start]);\n\tuseEffect(() => {\n\t\tif (!needsStart.current) return;\n\t\tlet cleanup;\n\t\tconst tryStart = () => {\n\t\t\tconst containerPending = isRefPending(container);\n\t\t\tconst targetPending = isRefPending(target);\n\t\t\tinvariant(!containerPending, \"Container ref is defined but not hydrated\", \"use-scroll-ref\");\n\t\t\tinvariant(!targetPending, \"Target ref is defined but not hydrated\", \"use-scroll-ref\");\n\t\t\tif (!containerPending && !targetPending) cleanup = start();\n\t\t};\n\t\tmicrotask.read(tryStart);\n\t\treturn () => {\n\t\t\tcancelMicrotask(tryStart);\n\t\t\tcleanup?.();\n\t\t};\n\t}, [start]);\n\treturn values;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/scroll/use-element-scroll.mjs\n/**\n* @deprecated useElementScroll is deprecated. Convert to useScroll({ container: ref })\n*/\nfunction useElementScroll(ref) {\n\treturn useScroll({ container: ref });\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/scroll/use-viewport-scroll.mjs\n/**\n* @deprecated useViewportScroll is deprecated. Convert to useScroll()\n*/\nfunction useViewportScroll() {\n\treturn useScroll();\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-motion-value.mjs\n/**\n* Creates a `MotionValue` to track the state and velocity of a value.\n*\n* Usually, these are created automatically. For advanced use-cases, like use with `useTransform`, you can create `MotionValue`s externally and pass them into the animated component via the `style` prop.\n*\n* ```jsx\n* export const MyComponent = () => {\n*   const scale = useMotionValue(1)\n*\n*   return <motion.div style={{ scale }} />\n* }\n* ```\n*\n* @param initial - The initial state.\n*\n* @public\n*/\nfunction useMotionValue(initial) {\n\tconst value = useConstant(() => motionValue(initial));\n\t/**\n\t* If this motion value is being used in static mode, like on\n\t* the Framer canvas, force components to rerender when the motion\n\t* value is updated.\n\t*/\n\tconst { isStatic } = useContext(MotionConfigContext);\n\tif (isStatic) {\n\t\tconst [, setLatest] = useState(initial);\n\t\tuseEffect(() => value.on(\"change\", setLatest), []);\n\t}\n\treturn value;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-combine-values.mjs\nfunction useCombineMotionValues(values, combineValues) {\n\t/**\n\t* Initialise the returned motion value. This remains the same between renders.\n\t*/\n\tconst value = useMotionValue(combineValues());\n\t/**\n\t* Create a function that will update the template motion value with the latest values.\n\t* This is pre-bound so whenever a motion value updates it can schedule its\n\t* execution in Framesync. If it's already been scheduled it won't be fired twice\n\t* in a single frame.\n\t*/\n\tconst updateValue = () => value.set(combineValues());\n\t/**\n\t* Synchronously update the motion value with the latest values during the render.\n\t* This ensures that within a React render, the styles applied to the DOM are up-to-date.\n\t*/\n\tupdateValue();\n\t/**\n\t* Subscribe to all motion values found within the template. Whenever any of them change,\n\t* schedule an update.\n\t*/\n\tuseIsomorphicLayoutEffect(() => {\n\t\tconst scheduleUpdate = () => frame.preRender(updateValue, false, true);\n\t\tconst subscriptions = values.map((v) => v.on(\"change\", scheduleUpdate));\n\t\t/**\n\t\t* Catch up on changes made while unsubscribed. A source can change\n\t\t* between render and this subscription (e.g. in a child's layout\n\t\t* effect), and Strict Mode or <Activity> can re-run this effect\n\t\t* without a render after the cleanup cancelled a scheduled update.\n\t\t*/\n\t\tupdateValue();\n\t\treturn () => {\n\t\t\tsubscriptions.forEach((unsubscribe) => unsubscribe());\n\t\t\tcancelFrame(updateValue);\n\t\t};\n\t});\n\treturn value;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-motion-template.mjs\n/**\n* Combine multiple motion values into a new one using a string template literal.\n*\n* ```jsx\n* import {\n*   motion,\n*   useSpring,\n*   useMotionValue,\n*   useMotionTemplate\n* } from \"framer-motion\"\n*\n* function Component() {\n*   const shadowX = useSpring(0)\n*   const shadowY = useMotionValue(0)\n*   const shadow = useMotionTemplate`drop-shadow(${shadowX}px ${shadowY}px 20px rgba(0,0,0,0.3))`\n*\n*   return <motion.div style={{ filter: shadow }} />\n* }\n* ```\n*\n* @public\n*/\nfunction useMotionTemplate(fragments, ...values) {\n\t/**\n\t* Create a function that will build a string from the latest motion values.\n\t*/\n\tconst numFragments = fragments.length;\n\tfunction buildValue() {\n\t\tlet output = ``;\n\t\tfor (let i = 0; i < numFragments; i++) {\n\t\t\toutput += fragments[i];\n\t\t\tconst value = values[i];\n\t\t\tif (value) output += isMotionValue(value) ? value.get() : value;\n\t\t}\n\t\treturn output;\n\t}\n\treturn useCombineMotionValues(values.filter(isMotionValue), buildValue);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-computed.mjs\nfunction useComputed(compute) {\n\t/**\n\t* Open session of collectMotionValues. Any MotionValue that calls get()\n\t* will be saved into this array.\n\t*/\n\tcollectMotionValues.current = [];\n\tcompute();\n\tconst value = useCombineMotionValues(collectMotionValues.current, compute);\n\t/**\n\t* Synchronously close session of collectMotionValues.\n\t*/\n\tcollectMotionValues.current = void 0;\n\treturn value;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-transform.mjs\nfunction useTransform(input, inputRangeOrTransformer, outputRangeOrMap, options) {\n\tif (typeof input === \"function\") return useComputed(input);\n\tif (outputRangeOrMap !== void 0 && !Array.isArray(outputRangeOrMap) && typeof inputRangeOrTransformer !== \"function\") return useMapTransform(input, inputRangeOrTransformer, outputRangeOrMap, options);\n\tconst transformer = typeof inputRangeOrTransformer === \"function\" ? inputRangeOrTransformer : transform(inputRangeOrTransformer, outputRangeOrMap, options);\n\tconst result = Array.isArray(input) ? useListTransform(input, transformer) : useListTransform([input], ([latest]) => transformer(latest));\n\tconst inputAccelerate = !Array.isArray(input) ? input.accelerate : void 0;\n\tif (inputAccelerate && !inputAccelerate.isTransformed && typeof inputRangeOrTransformer !== \"function\" && Array.isArray(outputRangeOrMap) && options?.clamp !== false) {\n\t\tconst ease = options?.ease;\n\t\t/**\n\t\t* WAAPI fills missing 0 and 1 offsets with the underlying value, so\n\t\t* hold the end values to match the clamped transform.\n\t\t*/\n\t\tresult.accelerate = {\n\t\t\t...inputAccelerate,\n\t\t\ttimes: [\n\t\t\t\t0,\n\t\t\t\t...inputRangeOrTransformer,\n\t\t\t\t1\n\t\t\t],\n\t\t\tkeyframes: [\n\t\t\t\toutputRangeOrMap[0],\n\t\t\t\t...outputRangeOrMap,\n\t\t\t\toutputRangeOrMap[outputRangeOrMap.length - 1]\n\t\t\t],\n\t\t\tisTransformed: true,\n\t\t\t...ease ? { ease: Array.isArray(ease) ? [ease[0], ...ease] : ease } : {}\n\t\t};\n\t}\n\treturn result;\n}\nfunction useListTransform(values, transformer) {\n\tconst latest = useConstant(() => []);\n\treturn useCombineMotionValues(values, () => {\n\t\tlatest.length = 0;\n\t\tconst numValues = values.length;\n\t\tfor (let i = 0; i < numValues; i++) latest[i] = values[i].get();\n\t\treturn transformer(latest);\n\t});\n}\nfunction useMapTransform(inputValue, inputRange, outputMap, options) {\n\t/**\n\t* Capture keys once to ensure hooks are called in consistent order.\n\t*/\n\tconst keys = useConstant(() => Object.keys(outputMap));\n\tconst output = useConstant(() => ({}));\n\tfor (const key of keys) output[key] = useTransform(inputValue, inputRange, outputMap[key], options);\n\treturn output;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-follow-value.mjs\nfunction useFollowValue(source, options = {}) {\n\treturn useFollow(source, options, attachFollow);\n}\nfunction useFollow(source, options, attach) {\n\tconst { isStatic } = useContext(MotionConfigContext);\n\tconst getFromSource = () => isMotionValue(source) ? source.get() : source;\n\tif (isStatic) return useTransform(getFromSource);\n\tconst value = useMotionValue(getFromSource());\n\tuseInsertionEffect(() => {\n\t\treturn attach(value, source, options);\n\t}, [value, JSON.stringify(options)]);\n\treturn value;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-spring.mjs\nfunction useSpring(source, options = {}) {\n\treturn useFollow(source, options, attachSpring);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-animation-frame.mjs\nfunction useAnimationFrame(callback) {\n\tconst initialTimestamp = useRef(0);\n\tconst { isStatic } = useContext(MotionConfigContext);\n\tuseEffect(() => {\n\t\tif (isStatic) return;\n\t\tconst provideTimeSinceStart = ({ timestamp, delta }) => {\n\t\t\tif (!initialTimestamp.current) initialTimestamp.current = timestamp;\n\t\t\tcallback(timestamp - initialTimestamp.current, delta);\n\t\t};\n\t\tframe.update(provideTimeSinceStart, true);\n\t\treturn () => cancelFrame(provideTimeSinceStart);\n\t}, [callback]);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-time.mjs\nfunction useTime() {\n\tconst time = useMotionValue(0);\n\tuseAnimationFrame((t) => time.set(t));\n\treturn time;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-velocity.mjs\n/**\n* Creates a `MotionValue` that updates when the velocity of the provided `MotionValue` changes.\n*\n* ```javascript\n* const x = useMotionValue(0)\n* const xVelocity = useVelocity(x)\n* const xAcceleration = useVelocity(xVelocity)\n* ```\n*\n* @public\n*/\nfunction useVelocity(value) {\n\tconst velocity = useMotionValue(value.getVelocity());\n\tconst updateVelocity = () => {\n\t\tconst latest = value.getVelocity();\n\t\tvelocity.set(latest);\n\t\t/**\n\t\t* If we still have velocity, schedule an update for the next frame\n\t\t* to keep checking until it is zero.\n\t\t*/\n\t\tif (latest) frame.update(updateVelocity);\n\t};\n\tuseMotionValueEvent(value, \"change\", () => {\n\t\tframe.update(updateVelocity, false, true);\n\t});\n\treturn velocity;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-will-change/WillChangeMotionValue.mjs\nvar WillChangeMotionValue = class extends MotionValue {\n\tconstructor() {\n\t\tsuper(...arguments);\n\t\tthis.isEnabled = false;\n\t}\n\tadd(name) {\n\t\tif (transformProps.has(name) || acceleratedValues.has(name)) {\n\t\t\tthis.isEnabled = true;\n\t\t\tthis.update();\n\t\t}\n\t}\n\tupdate() {\n\t\tthis.set(this.isEnabled ? \"transform\" : \"auto\");\n\t}\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-will-change/index.mjs\nfunction useWillChange() {\n\treturn useConstant(() => new WillChangeMotionValue(\"auto\"));\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/reduced-motion/use-reduced-motion.mjs\n/**\n* A hook that returns `true` if we should be using reduced motion based on the current device's Reduced Motion setting.\n*\n* This can be used to implement changes to your UI based on Reduced Motion. For instance, replacing motion-sickness inducing\n* `x`/`y` animations with `opacity`, disabling the autoplay of background videos, or turning off parallax motion.\n*\n* It will actively respond to changes and re-render your components with the latest setting.\n*\n* ```jsx\n* export function Sidebar({ isOpen }) {\n*   const shouldReduceMotion = useReducedMotion()\n*   const closedX = shouldReduceMotion ? 0 : \"-100%\"\n*\n*   return (\n*     <motion.div animate={{\n*       opacity: isOpen ? 1 : 0,\n*       x: isOpen ? 0 : closedX\n*     }} />\n*   )\n* }\n* ```\n*\n* @return boolean\n*\n* @public\n*/\nfunction useReducedMotion() {\n\t/**\n\t* Lazy initialisation of prefersReducedMotion\n\t*/\n\t!hasReducedMotionListener.current && initPrefersReducedMotion();\n\tconst [shouldReduceMotion] = useState(prefersReducedMotion.current);\n\t/**\n\t* TODO See if people miss automatically updating shouldReduceMotion setting\n\t*/\n\treturn shouldReduceMotion;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/reduced-motion/use-reduced-motion-config.mjs\nfunction useReducedMotionConfig() {\n\tconst reducedMotionPreference = useReducedMotion();\n\tconst { reducedMotion } = useContext(MotionConfigContext);\n\tif (reducedMotion === \"never\") return false;\n\telse if (reducedMotion === \"always\") return true;\n\telse return reducedMotionPreference;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/hooks/animation-controls.mjs\nfunction stopAnimation(visualElement) {\n\tvisualElement.values.forEach((value) => value.stop());\n}\nfunction setVariants(visualElement, variantLabels) {\n\t[...variantLabels].reverse().forEach((key) => {\n\t\tconst variant = visualElement.getVariant(key);\n\t\tvariant && setTarget(visualElement, variant);\n\t\tif (visualElement.variantChildren) visualElement.variantChildren.forEach((child) => {\n\t\t\tsetVariants(child, variantLabels);\n\t\t});\n\t});\n}\nfunction setValues(visualElement, definition) {\n\tif (Array.isArray(definition)) return setVariants(visualElement, definition);\n\telse if (typeof definition === \"string\") return setVariants(visualElement, [definition]);\n\telse setTarget(visualElement, definition);\n}\n/**\n* @public\n*/\nfunction animationControls() {\n\t/**\n\t* Track whether the host component has mounted.\n\t*/\n\tlet hasMounted = false;\n\t/**\n\t* A collection of linked component animation controls.\n\t*/\n\tconst subscribers = /* @__PURE__ */ new Set();\n\tconst controls = {\n\t\tsubscribe(visualElement) {\n\t\t\tsubscribers.add(visualElement);\n\t\t\treturn () => void subscribers.delete(visualElement);\n\t\t},\n\t\tstart(definition, transitionOverride) {\n\t\t\tinvariant(hasMounted, \"controls.start() should only be called after a component has mounted. Consider calling within a useEffect hook.\");\n\t\t\tconst animations = [];\n\t\t\tsubscribers.forEach((visualElement) => {\n\t\t\t\tanimations.push(animateVisualElement(visualElement, definition, { transitionOverride }));\n\t\t\t});\n\t\t\treturn Promise.all(animations);\n\t\t},\n\t\tset(definition) {\n\t\t\tinvariant(hasMounted, \"controls.set() should only be called after a component has mounted. Consider calling within a useEffect hook.\");\n\t\t\treturn subscribers.forEach((visualElement) => {\n\t\t\t\tsetValues(visualElement, definition);\n\t\t\t});\n\t\t},\n\t\tstop() {\n\t\t\tsubscribers.forEach((visualElement) => {\n\t\t\t\tstopAnimation(visualElement);\n\t\t\t});\n\t\t},\n\t\tmount() {\n\t\t\thasMounted = true;\n\t\t\treturn () => {\n\t\t\t\thasMounted = false;\n\t\t\t\tcontrols.stop();\n\t\t\t};\n\t\t}\n\t};\n\treturn controls;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/utils/is-dom-keyframes.mjs\nfunction isDOMKeyframes(keyframes) {\n\treturn typeof keyframes === \"object\" && !Array.isArray(keyframes);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/animate/resolve-subjects.mjs\nfunction resolveSubjects(subject, keyframes, scope, selectorCache) {\n\tif (subject == null) return [];\n\tif (typeof subject === \"string\" && isDOMKeyframes(keyframes)) return resolveElements(subject, scope, selectorCache);\n\telse if (subject instanceof NodeList) return Array.from(subject);\n\telse if (Array.isArray(subject)) return subject.filter((s) => s != null);\n\telse return [subject];\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/sequence/utils/calc-repeat-duration.mjs\nfunction calculateRepeatDuration(duration, repeat, repeatDelay) {\n\treturn duration * (repeat + 1) + repeatDelay * repeat;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/sequence/utils/calc-time.mjs\n/**\n* Given a absolute or relative time definition and current/prev time state of the sequence,\n* calculate an absolute time for the next keyframes.\n*/\nfunction calcNextTime(current, next, prev, labels) {\n\tif (typeof next === \"number\") return next;\n\telse if (next.startsWith(\"-\") || next.startsWith(\"+\")) return Math.max(0, current + parseFloat(next));\n\telse if (next === \"<\") return prev;\n\telse if (next.startsWith(\"<\")) return Math.max(0, prev + parseFloat(next.slice(1)));\n\telse return labels.get(next) ?? current;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/sequence/utils/edit.mjs\nfunction eraseKeyframes(sequence, startTime, endTime) {\n\tfor (let i = 0; i < sequence.length; i++) {\n\t\tconst keyframe = sequence[i];\n\t\tif (keyframe.at > startTime && keyframe.at < endTime) {\n\t\t\tremoveItem(sequence, keyframe);\n\t\t\ti--;\n\t\t}\n\t}\n}\nfunction addKeyframes(sequence, keyframes, easing, offset, startTime, endTime) {\n\t/**\n\t* Erase every existing value between currentTime and targetTime,\n\t* this will essentially splice this timeline into any currently\n\t* defined ones.\n\t*/\n\teraseKeyframes(sequence, startTime, endTime);\n\tfor (let i = 0; i < keyframes.length; i++) sequence.push({\n\t\tvalue: keyframes[i],\n\t\tat: mixNumber$1(startTime, endTime, offset[i]),\n\t\teasing: getEasingForSegment(easing, i)\n\t});\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/sequence/utils/normalize-times.mjs\n/**\n* Take an array of times that represent repeated keyframes. For instance\n* if we have original times of [0, 0.5, 1] then our repeated times will\n* be [0, 0.5, 1, 1, 1.5, 2]. Loop over the times and scale them back\n* down to a 0-1 scale.\n*\n* `repeatDelayUnits` is the repeatDelay expressed in units of a single\n* iteration's duration, so the total span equals `(repeat + 1) + repeat * repeatDelayUnits`.\n*/\nfunction normalizeTimes(times, repeat, repeatDelayUnits = 0) {\n\tconst totalUnits = repeat + 1 + repeat * repeatDelayUnits;\n\tfor (let i = 0; i < times.length; i++) times[i] = times[i] / totalUnits;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/sequence/utils/sort.mjs\nfunction compareByTime(a, b) {\n\tif (a.at === b.at) {\n\t\tif (a.value === null) return 1;\n\t\tif (b.value === null) return -1;\n\t\treturn 0;\n\t} else return a.at - b.at;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/sequence/create.mjs\nconst defaultSegmentEasing = \"easeInOut\";\nconst MAX_REPEAT = 20;\nfunction createAnimationsFromSequence(sequence, { defaultTransition = {}, ...sequenceTransition } = {}, scope, generators) {\n\tconst defaultDuration = defaultTransition.duration || .3;\n\tconst animationDefinitions = /* @__PURE__ */ new Map();\n\tconst sequences = /* @__PURE__ */ new Map();\n\tconst elementCache = {};\n\tconst timeLabels = /* @__PURE__ */ new Map();\n\tlet prevTime = 0;\n\tlet currentTime = 0;\n\tlet totalDuration = 0;\n\t/**\n\t* Build the timeline by mapping over the sequence array and converting\n\t* the definitions into keyframes and offsets with absolute time values.\n\t* These will later get converted into relative offsets in a second pass.\n\t*/\n\tfor (let i = 0; i < sequence.length; i++) {\n\t\tconst segment = sequence[i];\n\t\t/**\n\t\t* If this is a timeline label, mark it and skip the rest of this iteration.\n\t\t*/\n\t\tif (typeof segment === \"string\") {\n\t\t\ttimeLabels.set(segment, currentTime);\n\t\t\tcontinue;\n\t\t} else if (!Array.isArray(segment)) {\n\t\t\ttimeLabels.set(segment.name, calcNextTime(currentTime, segment.at, prevTime, timeLabels));\n\t\t\tcontinue;\n\t\t}\n\t\tlet [subject, keyframes, transition = {}] = segment;\n\t\t/**\n\t\t* If a relative or absolute time value has been specified we need to resolve\n\t\t* it in relation to the currentTime.\n\t\t*/\n\t\tif (transition.at !== void 0) currentTime = calcNextTime(currentTime, transition.at, prevTime, timeLabels);\n\t\t/**\n\t\t* Keep track of the maximum duration in this definition. This will be\n\t\t* applied to currentTime once the definition has been parsed.\n\t\t*/\n\t\tlet maxDuration = 0;\n\t\tconst resolveValueSequence = (valueKeyframes, valueTransition, valueSequence, elementIndex = 0, numSubjects = 0) => {\n\t\t\tconst valueKeyframesAsList = keyframesAsList(valueKeyframes);\n\t\t\tconst { delay = 0, times = defaultOffset$1(valueKeyframesAsList), type = defaultTransition.type || \"keyframes\", repeat, repeatType, repeatDelay = 0, ...remainingTransition } = valueTransition;\n\t\t\tlet { ease = defaultTransition.ease || \"easeOut\", duration } = valueTransition;\n\t\t\t/**\n\t\t\t* Resolve stagger() if defined.\n\t\t\t*/\n\t\t\tconst calculatedDelay = typeof delay === \"function\" ? delay(elementIndex, numSubjects) : delay;\n\t\t\t/**\n\t\t\t* If this animation should and can use a spring, generate a spring easing function.\n\t\t\t*/\n\t\t\tconst numKeyframes = valueKeyframesAsList.length;\n\t\t\tconst createGenerator = isGenerator(type) ? type : generators?.[type || \"keyframes\"];\n\t\t\tif (numKeyframes <= 2 && createGenerator) {\n\t\t\t\t/**\n\t\t\t\t* As we're creating an easing function from a spring,\n\t\t\t\t* ideally we want to generate it using the real distance\n\t\t\t\t* between the two keyframes. However this isn't always\n\t\t\t\t* possible - in these situations we use 0-100.\n\t\t\t\t*/\n\t\t\t\tlet absoluteDelta = 100;\n\t\t\t\tif (numKeyframes === 2 && isNumberKeyframesArray(valueKeyframesAsList)) {\n\t\t\t\t\tconst delta = valueKeyframesAsList[1] - valueKeyframesAsList[0];\n\t\t\t\t\tabsoluteDelta = Math.abs(delta);\n\t\t\t\t}\n\t\t\t\tconst springTransition = {\n\t\t\t\t\t...defaultTransition,\n\t\t\t\t\t...remainingTransition\n\t\t\t\t};\n\t\t\t\tif (duration !== void 0) springTransition.duration = secondsToMilliseconds(duration);\n\t\t\t\tconst springEasing = createGeneratorEasing(springTransition, absoluteDelta, createGenerator);\n\t\t\t\tease = springEasing.ease;\n\t\t\t\tduration = springEasing.duration;\n\t\t\t}\n\t\t\tduration ?? (duration = defaultDuration);\n\t\t\tconst startTime = currentTime + calculatedDelay;\n\t\t\t/**\n\t\t\t* If there's only one time offset of 0, fill in a second with length 1\n\t\t\t*/\n\t\t\tif (times.length === 1 && times[0] === 0) times[1] = 1;\n\t\t\t/**\n\t\t\t* Fill out if offset if fewer offsets than keyframes\n\t\t\t*/\n\t\t\tconst remainder = times.length - valueKeyframesAsList.length;\n\t\t\tremainder > 0 && fillOffset(times, remainder);\n\t\t\t/**\n\t\t\t* If only one value has been set, ie [1], push a null to the start of\n\t\t\t* the keyframe array. This will let us mark a keyframe at this point\n\t\t\t* that will later be hydrated with the previous value.\n\t\t\t*/\n\t\t\tvalueKeyframesAsList.length === 1 && valueKeyframesAsList.unshift(null);\n\t\t\t/**\n\t\t\t* Segments can't express `repeat: Infinity` or very large\n\t\t\t* counts — they'd leave dead time after the segment or\n\t\t\t* explode the keyframe array. Ignore with a warning.\n\t\t\t*/\n\t\t\tif (repeat) warning(repeat < MAX_REPEAT, `Sequence segments can't repeat ${repeat} times — ignoring repeat option. Use a value below ${MAX_REPEAT} or apply repeat at the sequence level instead.`);\n\t\t\tif (repeat && repeat < MAX_REPEAT) {\n\t\t\t\t/**\n\t\t\t\t* Express repeatDelay in units of a single iteration's duration\n\t\t\t\t* so it can be added to the per-iteration time offsets below\n\t\t\t\t* before they're normalized to 0-1.\n\t\t\t\t*/\n\t\t\t\tconst repeatDelayUnits = duration > 0 ? repeatDelay / duration : 0;\n\t\t\t\tduration = calculateRepeatDuration(duration, repeat, repeatDelay);\n\t\t\t\tconst originalKeyframes = [...valueKeyframesAsList];\n\t\t\t\tconst originalTimes = [...times];\n\t\t\t\tease = Array.isArray(ease) ? [...ease] : [ease];\n\t\t\t\tconst originalEase = [...ease];\n\t\t\t\t/**\n\t\t\t\t* For reverse/mirror, alternate iterations play the segment\n\t\t\t\t* backwards. mirror matches JSAnimation's mirroredGenerator:\n\t\t\t\t* reversed keyframes, easings unchanged. reverse matches\n\t\t\t\t* JSAnimation's iterationProgress = 1 - p: reversed\n\t\t\t\t* keyframes, easing array reversed AND each function easing\n\t\t\t\t* mapped through reverseEasing (string easings unchanged —\n\t\t\t\t* they're resolved later by the keyframes engine).\n\t\t\t\t*/\n\t\t\t\tconst isFlipping = repeatType === \"reverse\" || repeatType === \"mirror\";\n\t\t\t\tlet flippedKeyframes = originalKeyframes;\n\t\t\t\tlet flippedEases = originalEase;\n\t\t\t\tif (isFlipping) {\n\t\t\t\t\tflippedKeyframes = [...originalKeyframes].reverse();\n\t\t\t\t\tif (repeatType === \"reverse\") flippedEases = [...originalEase].reverse().map((e) => typeof e === \"function\" ? reverseEasing(e) : e);\n\t\t\t\t}\n\t\t\t\tfor (let repeatIndex = 0; repeatIndex < repeat; repeatIndex++) {\n\t\t\t\t\tconst isFlipped = isFlipping && repeatIndex % 2 === 0;\n\t\t\t\t\tconst iterKeyframes = isFlipped ? flippedKeyframes : originalKeyframes;\n\t\t\t\t\tconst iterEase = isFlipped ? flippedEases : originalEase;\n\t\t\t\t\tconst iterStartOffset = (repeatIndex + 1) * (1 + repeatDelayUnits);\n\t\t\t\t\t/**\n\t\t\t\t\t* If repeatDelay is set, hold the previous iteration's\n\t\t\t\t\t* final value through the delay by inserting a keyframe\n\t\t\t\t\t* at the moment the next iteration begins.\n\t\t\t\t\t*/\n\t\t\t\t\tif (repeatDelayUnits > 0) {\n\t\t\t\t\t\tvalueKeyframesAsList.push(valueKeyframesAsList[valueKeyframesAsList.length - 1]);\n\t\t\t\t\t\ttimes.push(iterStartOffset);\n\t\t\t\t\t\tease.push(\"linear\");\n\t\t\t\t\t}\n\t\t\t\t\tvalueKeyframesAsList.push(...iterKeyframes);\n\t\t\t\t\tfor (let keyframeIndex = 0; keyframeIndex < iterKeyframes.length; keyframeIndex++) {\n\t\t\t\t\t\ttimes.push(originalTimes[keyframeIndex] + iterStartOffset);\n\t\t\t\t\t\tease.push(keyframeIndex === 0 ? \"linear\" : getEasingForSegment(iterEase, keyframeIndex - 1));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tnormalizeTimes(times, repeat, repeatDelayUnits);\n\t\t\t}\n\t\t\tconst targetTime = startTime + duration;\n\t\t\t/**\n\t\t\t* Add keyframes, mapping offsets to absolute time.\n\t\t\t*/\n\t\t\taddKeyframes(valueSequence, valueKeyframesAsList, ease, times, startTime, targetTime);\n\t\t\tmaxDuration = Math.max(calculatedDelay + duration, maxDuration);\n\t\t\ttotalDuration = Math.max(targetTime, totalDuration);\n\t\t};\n\t\tif (isMotionValue(subject)) {\n\t\t\tconst subjectSequence = getSubjectSequence(subject, sequences);\n\t\t\tresolveValueSequence(keyframes, transition, getValueSequence(\"default\", subjectSequence));\n\t\t} else {\n\t\t\tconst subjects = resolveSubjects(subject, keyframes, scope, elementCache);\n\t\t\tconst numSubjects = subjects.length;\n\t\t\t/**\n\t\t\t* For every element in this segment, process the defined values.\n\t\t\t*/\n\t\t\tfor (let subjectIndex = 0; subjectIndex < numSubjects; subjectIndex++) {\n\t\t\t\t/**\n\t\t\t\t* Cast necessary, but we know these are of this type\n\t\t\t\t*/\n\t\t\t\tkeyframes = keyframes;\n\t\t\t\ttransition = transition;\n\t\t\t\tconst thisSubject = subjects[subjectIndex];\n\t\t\t\tconst subjectSequence = getSubjectSequence(thisSubject, sequences);\n\t\t\t\tfor (const key in keyframes) resolveValueSequence(keyframes[key], getValueTransition(transition, key), getValueSequence(key, subjectSequence), subjectIndex, numSubjects);\n\t\t\t}\n\t\t}\n\t\tprevTime = currentTime;\n\t\tcurrentTime += maxDuration;\n\t}\n\t/**\n\t* For every element and value combination create a new animation.\n\t*/\n\tsequences.forEach((valueSequences, element) => {\n\t\tfor (const key in valueSequences) {\n\t\t\tconst valueSequence = valueSequences[key];\n\t\t\t/**\n\t\t\t* Arrange all the keyframes in ascending time order.\n\t\t\t*/\n\t\t\tvalueSequence.sort(compareByTime);\n\t\t\tconst keyframes = [];\n\t\t\tconst valueOffset = [];\n\t\t\tconst valueEasing = [];\n\t\t\t/**\n\t\t\t* For each keyframe, translate absolute times into\n\t\t\t* relative offsets based on the total duration of the timeline.\n\t\t\t*/\n\t\t\tfor (let i = 0; i < valueSequence.length; i++) {\n\t\t\t\tconst { at, value, easing } = valueSequence[i];\n\t\t\t\tkeyframes.push(value);\n\t\t\t\tvalueOffset.push(progress(0, totalDuration, at));\n\t\t\t\tvalueEasing.push(easing || \"easeOut\");\n\t\t\t}\n\t\t\t/**\n\t\t\t* If the first keyframe doesn't land on offset: 0\n\t\t\t* provide one by duplicating the initial keyframe. This ensures\n\t\t\t* it snaps to the first keyframe when the animation starts.\n\t\t\t*/\n\t\t\tif (valueOffset[0] !== 0) {\n\t\t\t\tvalueOffset.unshift(0);\n\t\t\t\tkeyframes.unshift(keyframes[0]);\n\t\t\t\tvalueEasing.unshift(defaultSegmentEasing);\n\t\t\t}\n\t\t\t/**\n\t\t\t* If the last keyframe doesn't land on offset: 1\n\t\t\t* provide one with a null wildcard value. This will ensure it\n\t\t\t* stays static until the end of the animation.\n\t\t\t*/\n\t\t\tif (valueOffset[valueOffset.length - 1] !== 1) {\n\t\t\t\tvalueOffset.push(1);\n\t\t\t\tkeyframes.push(null);\n\t\t\t}\n\t\t\tif (!animationDefinitions.has(element)) animationDefinitions.set(element, {\n\t\t\t\tkeyframes: {},\n\t\t\t\ttransition: {}\n\t\t\t});\n\t\t\tconst definition = animationDefinitions.get(element);\n\t\t\tdefinition.keyframes[key] = keyframes;\n\t\t\t/**\n\t\t\t* Exclude `type` from defaultTransition since springs have been\n\t\t\t* converted to duration-based easing functions in resolveValueSequence.\n\t\t\t* Including `type: \"spring\"` would cause JSAnimation to error when\n\t\t\t* the merged keyframes array has more than 2 keyframes.\n\t\t\t*/\n\t\t\tconst { type: _type, ...remainingDefaultTransition } = defaultTransition;\n\t\t\tdefinition.transition[key] = {\n\t\t\t\t...remainingDefaultTransition,\n\t\t\t\tduration: totalDuration,\n\t\t\t\tease: valueEasing,\n\t\t\t\ttimes: valueOffset,\n\t\t\t\t...sequenceTransition\n\t\t\t};\n\t\t}\n\t});\n\treturn animationDefinitions;\n}\nfunction getSubjectSequence(subject, sequences) {\n\t!sequences.has(subject) && sequences.set(subject, {});\n\treturn sequences.get(subject);\n}\nfunction getValueSequence(name, sequences) {\n\tif (!sequences[name]) sequences[name] = [];\n\treturn sequences[name];\n}\nfunction keyframesAsList(keyframes) {\n\treturn Array.isArray(keyframes) ? keyframes : [keyframes];\n}\nfunction getValueTransition(transition, key) {\n\treturn transition && transition[key] ? {\n\t\t...transition,\n\t\t...transition[key]\n\t} : { ...transition };\n}\nconst isNumber = (keyframe) => typeof keyframe === \"number\";\nconst isNumberKeyframesArray = (keyframes) => keyframes.every(isNumber);\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/animate/subject.mjs\nfunction isSingleValue(subject, keyframes) {\n\treturn isMotionValue(subject) || typeof subject === \"number\" || typeof subject === \"string\" && !isDOMKeyframes(keyframes);\n}\n/**\n* Implementation\n*/\nfunction animateSubject(subject, keyframes, options, scope) {\n\tconst animations = [];\n\tif (isSingleValue(subject, keyframes)) animations.push(animateSingleValue(subject, isDOMKeyframes(keyframes) ? keyframes.default || keyframes : keyframes, options ? options.default || options : options));\n\telse {\n\t\tif (subject == null) return animations;\n\t\tconst subjects = resolveSubjects(subject, keyframes, scope);\n\t\tconst numSubjects = subjects.length;\n\t\tinvariant(Boolean(numSubjects), \"No valid elements provided.\", \"no-valid-elements\");\n\t\tfor (let i = 0; i < numSubjects; i++) {\n\t\t\tconst thisSubject = subjects[i];\n\t\t\tconst transition = { ...options };\n\t\t\t/**\n\t\t\t* Resolve stagger function if provided.\n\t\t\t*/\n\t\t\tif (\"delay\" in transition && typeof transition.delay === \"function\") transition.delay = transition.delay(i, numSubjects);\n\t\t\tif (thisSubject instanceof Element)\n /**\n\t\t\t* An element already owned by a VisualElement (a <motion.*>\n\t\t\t* component or animateLayout()) animates its values so they\n\t\t\t* share one renderer. Anything else is driven through\n\t\t\t* styleEffect (or svgEffect) and the DOM keyframe resolver,\n\t\t\t* without creating a VisualElement.\n\t\t\t*/\n\t\t\tanimations.push(...animateElement(thisSubject, keyframes, transition, visualElementStore.get(thisSubject)));\n\t\t\telse\n /**\n\t\t\t* Registered effects (animate.addEffect) claim non-DOM\n\t\t\t* subjects before we fall back to writing plain properties.\n\t\t\t*/\n\t\t\tanimations.push(...animateEffectSubject(findEffect(thisSubject) ?? propEffect, thisSubject, keyframes, transition));\n\t\t}\n\t}\n\treturn animations;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/animate/sequence.mjs\nfunction animateSequence(sequence, options, scope) {\n\tconst animations = [];\n\t/**\n\t* Pre-process: replace function segments with MotionValue segments,\n\t* subscribe callbacks immediately\n\t*/\n\tconst processedSequence = sequence.map((segment) => {\n\t\tif (Array.isArray(segment) && typeof segment[0] === \"function\") {\n\t\t\tconst callback = segment[0];\n\t\t\tconst mv = motionValue(0);\n\t\t\tmv.on(\"change\", callback);\n\t\t\tif (segment.length === 1) return [mv, [0, 1]];\n\t\t\telse if (segment.length === 2) return [\n\t\t\t\tmv,\n\t\t\t\t[0, 1],\n\t\t\t\tsegment[1]\n\t\t\t];\n\t\t\telse return [\n\t\t\t\tmv,\n\t\t\t\tsegment[1],\n\t\t\t\tsegment[2]\n\t\t\t];\n\t\t}\n\t\treturn segment;\n\t});\n\tcreateAnimationsFromSequence(processedSequence, options, scope, { spring }).forEach(({ keyframes, transition }, subject) => {\n\t\tanimations.push(...animateSubject(subject, keyframes, transition));\n\t});\n\treturn animations;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/animate/index.mjs\nfunction isSequence(value) {\n\treturn Array.isArray(value) && value.some(Array.isArray);\n}\n/**\n* Creates an animation function that is optionally scoped\n* to a specific element.\n*/\nfunction createScopedAnimate(options = {}) {\n\tconst { scope, reduceMotion, skipAnimations } = options;\n\t/**\n\t* Implementation\n\t*/\n\tfunction scopedAnimate(subjectOrSequence, optionsOrKeyframes, options) {\n\t\tlet animations = [];\n\t\tlet animationOnComplete;\n\t\tconst inherited = {};\n\t\tif (reduceMotion !== void 0) inherited.reduceMotion = reduceMotion;\n\t\tif (skipAnimations !== void 0) inherited.skipAnimations = skipAnimations;\n\t\tif (isSequence(subjectOrSequence)) {\n\t\t\tconst { onComplete, ...sequenceOptions } = optionsOrKeyframes || {};\n\t\t\tif (typeof onComplete === \"function\") animationOnComplete = onComplete;\n\t\t\tanimations = animateSequence(subjectOrSequence, {\n\t\t\t\t...inherited,\n\t\t\t\t...sequenceOptions\n\t\t\t}, scope);\n\t\t} else {\n\t\t\tconst { onComplete, ...rest } = options || {};\n\t\t\tif (typeof onComplete === \"function\") animationOnComplete = onComplete;\n\t\t\tanimations = animateSubject(subjectOrSequence, optionsOrKeyframes, {\n\t\t\t\t...inherited,\n\t\t\t\t...rest\n\t\t\t}, scope);\n\t\t}\n\t\tconst animation = new GroupAnimationWithThen(animations);\n\t\tif (animationOnComplete) animation.finished.then(animationOnComplete);\n\t\tif (scope) {\n\t\t\tscope.animations.push(animation);\n\t\t\tanimation.finished.then(() => {\n\t\t\t\tremoveItem(scope.animations, animation);\n\t\t\t});\n\t\t}\n\t\treturn animation;\n\t}\n\treturn scopedAnimate;\n}\nconst animate = Object.assign(createScopedAnimate(), {\n\t/**\n\t* Register an effect so `animate()` can animate the subjects it\n\t* claims, for instance `animate.addEffect(threeEffect)`. The most\n\t* recently added effect is tested first. DOM elements are always\n\t* animated directly.\n\t*/\n\taddEffect,\n\tremoveEffect\n});\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/hooks/use-animate.mjs\nfunction useAnimate() {\n\tconst scope = useConstant(() => ({\n\t\tcurrent: null,\n\t\tanimations: []\n\t}));\n\tconst reduceMotion = useReducedMotionConfig() ?? void 0;\n\tconst { skipAnimations } = useContext(MotionConfigContext);\n\tconst animate = useMemo(() => createScopedAnimate({\n\t\tscope,\n\t\treduceMotion,\n\t\tskipAnimations\n\t}), [\n\t\tscope,\n\t\treduceMotion,\n\t\tskipAnimations\n\t]);\n\tuseUnmountEffect(() => {\n\t\tscope.animations.forEach((animation) => animation.stop());\n\t\tscope.animations.length = 0;\n\t});\n\treturn [scope, animate];\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/animators/waapi/animate-elements.mjs\nfunction animateElements(elementOrSelector, keyframes, options, scope) {\n\tif (elementOrSelector == null) return [];\n\tconst elements = resolveElements(elementOrSelector, scope);\n\tconst numElements = elements.length;\n\tinvariant(Boolean(numElements), \"No valid elements provided.\", \"no-valid-elements\");\n\t/**\n\t* WAAPI doesn't support interrupting animations.\n\t*\n\t* Therefore, starting animations requires a three-step process:\n\t* 1. Stop existing animations (write styles to DOM)\n\t* 2. Resolve keyframes (read styles from DOM)\n\t* 3. Create new animations (write styles to DOM)\n\t*\n\t* The hybrid `animate()` function uses AsyncAnimation to resolve\n\t* keyframes before creating new animations, which removes style\n\t* thrashing. Here, we have much stricter filesize constraints.\n\t* Therefore we do this in a synchronous way that ensures that\n\t* at least within `animate()` calls there is no style thrashing.\n\t*\n\t* In the motion-native-animate-mini-interrupt benchmark this\n\t* was 80% faster than a single loop.\n\t*/\n\tconst animationDefinitions = [];\n\t/**\n\t* Step 1: Build options and stop existing animations (write)\n\t*/\n\tfor (let i = 0; i < numElements; i++) {\n\t\tconst element = elements[i];\n\t\tconst elementTransition = { ...options };\n\t\t/**\n\t\t* Resolve stagger function if provided.\n\t\t*/\n\t\tif (typeof elementTransition.delay === \"function\") elementTransition.delay = elementTransition.delay(i, numElements);\n\t\tfor (const valueName in keyframes) {\n\t\t\tlet valueKeyframes = keyframes[valueName];\n\t\t\tif (!Array.isArray(valueKeyframes)) valueKeyframes = [valueKeyframes];\n\t\t\tconst valueOptions = { ...getValueTransition$1(elementTransition, valueName) };\n\t\t\tvalueOptions.duration && (valueOptions.duration = secondsToMilliseconds(valueOptions.duration));\n\t\t\tvalueOptions.delay && (valueOptions.delay = secondsToMilliseconds(valueOptions.delay));\n\t\t\t/**\n\t\t\t* If there's an existing animation playing on this element then stop it\n\t\t\t* before creating a new one.\n\t\t\t*/\n\t\t\tconst map = getAnimationMap(element);\n\t\t\tconst key = animationMapKey(valueName, valueOptions.pseudoElement || \"\");\n\t\t\tconst currentAnimation = map.get(key);\n\t\t\tcurrentAnimation && currentAnimation.stop();\n\t\t\tanimationDefinitions.push({\n\t\t\t\tmap,\n\t\t\t\tkey,\n\t\t\t\tunresolvedKeyframes: valueKeyframes,\n\t\t\t\toptions: {\n\t\t\t\t\t...valueOptions,\n\t\t\t\t\telement,\n\t\t\t\t\tname: valueName,\n\t\t\t\t\tallowFlatten: !elementTransition.type && !elementTransition.ease\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t}\n\t/**\n\t* Step 2: Resolve keyframes (read)\n\t*/\n\tfor (let i = 0; i < animationDefinitions.length; i++) {\n\t\tconst { unresolvedKeyframes, options: animationOptions } = animationDefinitions[i];\n\t\tconst { element, name, pseudoElement } = animationOptions;\n\t\tif (!pseudoElement && unresolvedKeyframes[0] === null) unresolvedKeyframes[0] = getComputedStyle$2(element, name);\n\t\tfillWildcards(unresolvedKeyframes);\n\t\tapplyPxDefaults(unresolvedKeyframes, name);\n\t\t/**\n\t\t* If we only have one keyframe, explicitly read the initial keyframe\n\t\t* from the computed style. This is to ensure consistency with WAAPI behaviour\n\t\t* for restarting animations, for instance .play() after finish, when it\n\t\t* has one vs two keyframes.\n\t\t*/\n\t\tif (!pseudoElement && unresolvedKeyframes.length < 2) unresolvedKeyframes.unshift(getComputedStyle$2(element, name));\n\t\tanimationOptions.keyframes = unresolvedKeyframes;\n\t}\n\t/**\n\t* Step 3: Create new animations (write)\n\t*/\n\tconst animations = [];\n\tfor (let i = 0; i < animationDefinitions.length; i++) {\n\t\tconst { map, key, options: animationOptions } = animationDefinitions[i];\n\t\tconst animation = new NativeAnimation(animationOptions);\n\t\tmap.set(key, animation);\n\t\tanimation.finished.finally(() => map.delete(key));\n\t\tanimations.push(animation);\n\t}\n\treturn animations;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/animators/waapi/animate-style.mjs\nconst createScopedWaapiAnimate = (scope) => {\n\tfunction scopedAnimate(elementOrSelector, keyframes, options) {\n\t\treturn new GroupAnimationWithThen(animateElements(elementOrSelector, keyframes, options, scope));\n\t}\n\treturn scopedAnimate;\n};\nconst animateMini = /*@__PURE__*/ createScopedWaapiAnimate();\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/hooks/use-animate-style.mjs\nfunction useAnimateMini() {\n\tconst scope = useConstant(() => ({\n\t\tcurrent: null,\n\t\tanimations: []\n\t}));\n\tconst animate = useConstant(() => createScopedWaapiAnimate(scope));\n\tuseUnmountEffect(() => {\n\t\tscope.animations.forEach((animation) => animation.stop());\n\t});\n\treturn [scope, animate];\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/hooks/use-animation.mjs\n/**\n* Creates `LegacyAnimationControls`, which can be used to manually start, stop\n* and sequence animations on one or more components.\n*\n* The returned `LegacyAnimationControls` should be passed to the `animate` property\n* of the components you want to animate.\n*\n* These components can then be animated with the `start` method.\n*\n* ```jsx\n* import * as React from 'react'\n* import { motion, useAnimation } from 'framer-motion'\n*\n* export function MyComponent(props) {\n*    const controls = useAnimation()\n*\n*    controls.start({\n*        x: 100,\n*        transition: { duration: 0.5 },\n*    })\n*\n*    return <motion.div animate={controls} />\n* }\n* ```\n*\n* @returns Animation controller with `start` and `stop` methods\n*\n* @public\n*/\nfunction useAnimationControls() {\n\tconst controls = useConstant(animationControls);\n\tuseIsomorphicLayoutEffect(controls.mount, []);\n\treturn controls;\n}\nconst useAnimation = useAnimationControls;\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/AnimatePresence/use-presence-data.mjs\nfunction usePresenceData() {\n\tconst context = useContext(PresenceContext);\n\treturn context ? context.custom : void 0;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/events/use-dom-event.mjs\n/**\n* Attaches an event listener directly to the provided DOM element.\n*\n* Bypassing React's event system can be desirable, for instance when attaching non-passive\n* event handlers.\n*\n* ```jsx\n* const ref = useRef(null)\n*\n* useDomEvent(ref, 'wheel', onWheel, { passive: false })\n*\n* return <div ref={ref} />\n* ```\n*\n* @param ref - React.RefObject that's been provided to the element you want to bind the listener to.\n* @param eventName - Name of the event you want listen for.\n* @param handler - Function to fire when receiving the event.\n* @param options - Options to pass to `Event.addEventListener`.\n*\n* @public\n*/\nfunction useDomEvent(ref, eventName, handler, options) {\n\tuseEffect(() => {\n\t\tconst element = ref.current;\n\t\tif (handler && element) return addDomEvent(element, eventName, handler, options);\n\t}, [\n\t\tref,\n\t\teventName,\n\t\thandler,\n\t\toptions\n\t]);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/gestures/drag/use-drag-controls.mjs\n/**\n* Can manually trigger a drag gesture on one or more `drag`-enabled `motion` components.\n*\n* ```jsx\n* const dragControls = useDragControls()\n*\n* function startDrag(event) {\n*   dragControls.start(event, { snapToCursor: true })\n* }\n*\n* return (\n*   <>\n*     <div onPointerDown={startDrag} />\n*     <motion.div drag=\"x\" dragControls={dragControls} />\n*   </>\n* )\n* ```\n*\n* @public\n*/\nvar DragControls = class {\n\tconstructor() {\n\t\tthis.componentControls = /* @__PURE__ */ new Set();\n\t}\n\t/**\n\t* Subscribe a component's internal `VisualElementDragControls` to the user-facing API.\n\t*\n\t* @internal\n\t*/\n\tsubscribe(controls) {\n\t\tthis.componentControls.add(controls);\n\t\treturn () => this.componentControls.delete(controls);\n\t}\n\t/**\n\t* Start a drag gesture on every `motion` component that has this set of drag controls\n\t* passed into it via the `dragControls` prop.\n\t*\n\t* ```jsx\n\t* dragControls.start(e, {\n\t*   snapToCursor: true\n\t* })\n\t* ```\n\t*\n\t* @param event - PointerEvent\n\t* @param options - Options\n\t*\n\t* @public\n\t*/\n\tstart(event, options) {\n\t\tthis.componentControls.forEach((controls) => {\n\t\t\tcontrols.start(event.nativeEvent || event, options);\n\t\t});\n\t}\n\t/**\n\t* Cancels a drag gesture.\n\t*\n\t* ```jsx\n\t* dragControls.cancel()\n\t* ```\n\t*\n\t* @public\n\t*/\n\tcancel() {\n\t\tthis.componentControls.forEach((controls) => {\n\t\t\tcontrols.cancel();\n\t\t});\n\t}\n\t/**\n\t* Stops a drag gesture.\n\t*\n\t* ```jsx\n\t* dragControls.stop()\n\t* ```\n\t*\n\t* @public\n\t*/\n\tstop() {\n\t\tthis.componentControls.forEach((controls) => {\n\t\t\tcontrols.stop();\n\t\t});\n\t}\n};\nconst createDragControls = () => new DragControls();\n/**\n* Usually, dragging is initiated by pressing down on a `motion` component with a `drag` prop\n* and moving it. For some use-cases, for instance clicking at an arbitrary point on a video scrubber, we\n* might want to initiate that dragging from a different component than the draggable one.\n*\n* By creating a `dragControls` using the `useDragControls` hook, we can pass this into\n* the draggable component's `dragControls` prop. It exposes a `start` method\n* that can start dragging from pointer events on other components.\n*\n* ```jsx\n* const dragControls = useDragControls()\n*\n* function startDrag(event) {\n*   dragControls.start(event, { snapToCursor: true })\n* }\n*\n* return (\n*   <>\n*     <div onPointerDown={startDrag} />\n*     <motion.div drag=\"x\" dragControls={dragControls} />\n*   </>\n* )\n* ```\n*\n* @public\n*/\nfunction useDragControls() {\n\treturn useConstant(createDragControls);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/utils/is-motion-component.mjs\n/**\n* Checks if a component is a `motion` component.\n*/\nfunction isMotionComponent(component) {\n\treturn component !== null && typeof component === \"object\" && motionComponentSymbol in component;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/motion/utils/unwrap-motion-component.mjs\n/**\n* Unwraps a `motion` component and returns either a string for `motion.div` or\n* the React component for `motion(Component)`.\n*\n* If the component is not a `motion` component it returns undefined.\n*/\nfunction unwrapMotionComponent(component) {\n\tif (isMotionComponent(component)) return component[motionComponentSymbol];\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/projection/use-instant-layout-transition.mjs\nfunction useInstantLayoutTransition() {\n\treturn startTransition$1;\n}\nfunction startTransition$1(callback) {\n\tif (!rootProjectionNode.current) return;\n\trootProjectionNode.current.isUpdating = false;\n\trootProjectionNode.current.blockUpdate();\n\tcallback && callback();\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/projection/use-reset-projection.mjs\nfunction useResetProjection() {\n\treturn useCallback(() => {\n\t\tconst root = rootProjectionNode.current;\n\t\tif (!root) return;\n\t\troot.resetTree();\n\t}, []);\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-cycle.mjs\n/**\n* Cycles through a series of visual properties. Can be used to toggle between or cycle through animations. It works similar to `useState` in React. It is provided an initial array of possible states, and returns an array of two arguments.\n*\n* An index value can be passed to the returned `cycle` function to cycle to a specific index.\n*\n* ```jsx\n* import * as React from \"react\"\n* import { motion, useCycle } from \"framer-motion\"\n*\n* export const MyComponent = () => {\n*   const [x, cycleX] = useCycle(0, 50, 100)\n*\n*   return (\n*     <motion.div\n*       animate={{ x: x }}\n*       onTap={() => cycleX()}\n*      />\n*    )\n* }\n* ```\n*\n* @param items - items to cycle through\n* @returns [currentState, cycleState]\n*\n* @public\n*/\nfunction useCycle(...items) {\n\tconst index = useRef(0);\n\tconst [item, setItem] = useState(items[index.current]);\n\treturn [item, useCallback((next) => {\n\t\tindex.current = typeof next !== \"number\" ? wrap(0, items.length, index.current + 1) : next;\n\t\tsetItem(items[index.current]);\n\t}, [items.length, ...items])];\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/render/dom/viewport/index.mjs\nconst thresholds = {\n\tsome: 0,\n\tall: 1\n};\nfunction inView(elementOrSelector, onStart, { root, margin: rootMargin, amount = \"some\" } = {}) {\n\tconst elements = resolveElements(elementOrSelector);\n\tconst activeIntersections = /* @__PURE__ */ new WeakMap();\n\tconst onIntersectionChange = (entries) => {\n\t\tentries.forEach((entry) => {\n\t\t\tconst onEnd = activeIntersections.get(entry.target);\n\t\t\t/**\n\t\t\t* If there's no change to the intersection, we don't need to\n\t\t\t* do anything here.\n\t\t\t*/\n\t\t\tif (entry.isIntersecting === Boolean(onEnd)) return;\n\t\t\tif (entry.isIntersecting) {\n\t\t\t\tconst newOnEnd = onStart(entry.target, entry);\n\t\t\t\tif (typeof newOnEnd === \"function\") activeIntersections.set(entry.target, newOnEnd);\n\t\t\t\telse observer.unobserve(entry.target);\n\t\t\t} else if (typeof onEnd === \"function\") {\n\t\t\t\tonEnd(entry);\n\t\t\t\tactiveIntersections.delete(entry.target);\n\t\t\t}\n\t\t});\n\t};\n\tconst observer = new IntersectionObserver(onIntersectionChange, {\n\t\troot,\n\t\trootMargin,\n\t\tthreshold: typeof amount === \"number\" ? amount : thresholds[amount]\n\t});\n\telements.forEach((element) => observer.observe(element));\n\treturn () => observer.disconnect();\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-in-view.mjs\nfunction useInView(ref, { root, margin, amount, once = false, initial = false } = {}) {\n\tconst [isInView, setInView] = useState(initial);\n\tuseEffect(() => {\n\t\tif (!ref.current || once && isInView) return;\n\t\tconst onEnter = () => {\n\t\t\tsetInView(true);\n\t\t\treturn once ? void 0 : () => setInView(false);\n\t\t};\n\t\tconst options = {\n\t\t\troot: root && root.current || void 0,\n\t\t\tmargin,\n\t\t\tamount\n\t\t};\n\t\treturn inView(ref.current, onEnter, options);\n\t}, [\n\t\troot,\n\t\tref,\n\t\tmargin,\n\t\tonce,\n\t\tamount\n\t]);\n\treturn isInView;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-instant-transition.mjs\nfunction useInstantTransition() {\n\tconst [forceUpdate, forcedRenderCount] = useForceUpdate();\n\tconst startInstantLayoutTransition = useInstantLayoutTransition();\n\tconst unlockOnFrameRef = useRef(-1);\n\tuseEffect(() => {\n\t\t/**\n\t\t* Unblock after two animation frames, otherwise this will unblock too soon.\n\t\t*/\n\t\tframe.postRender(() => frame.postRender(() => {\n\t\t\t/**\n\t\t\t* If the callback has been called again after the effect\n\t\t\t* triggered this 2 frame delay, don't unblock animations. This\n\t\t\t* prevents the previous effect from unblocking the current\n\t\t\t* instant transition too soon. This becomes more likely when\n\t\t\t* used in conjunction with React.startTransition().\n\t\t\t*/\n\t\t\tif (forcedRenderCount !== unlockOnFrameRef.current) return;\n\t\t\tMotionGlobalConfig.instantAnimations = false;\n\t\t}));\n\t}, [forcedRenderCount]);\n\treturn (callback) => {\n\t\tstartInstantLayoutTransition(() => {\n\t\t\tMotionGlobalConfig.instantAnimations = true;\n\t\t\tforceUpdate();\n\t\t\tcallback();\n\t\t\tunlockOnFrameRef.current = forcedRenderCount + 1;\n\t\t});\n\t};\n}\nfunction disableInstantTransitions() {\n\tMotionGlobalConfig.instantAnimations = false;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/use-page-in-view.mjs\nfunction usePageInView() {\n\tconst [isInView, setIsInView] = useState(true);\n\tuseEffect(() => {\n\t\tconst handleVisibilityChange = () => setIsInView(!document.hidden);\n\t\tif (document.hidden) handleVisibilityChange();\n\t\tdocument.addEventListener(\"visibilitychange\", handleVisibilityChange);\n\t\treturn () => {\n\t\t\tdocument.removeEventListener(\"visibilitychange\", handleVisibilityChange);\n\t\t};\n\t}, []);\n\treturn isInView;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/transform-viewbox-point.mjs\n/**\n* Creates a `transformPagePoint` function that accounts for SVG viewBox scaling.\n*\n* When dragging SVG elements inside an SVG with a viewBox that differs from\n* the rendered dimensions (e.g., `viewBox=\"0 0 100 100\"` but rendered at 500x500 pixels),\n* pointer coordinates need to be transformed to match the SVG's coordinate system.\n*\n* @example\n* ```jsx\n* function App() {\n*   const svgRef = useRef<SVGSVGElement>(null)\n*\n*   return (\n*     <MotionConfig transformPagePoint={transformViewBoxPoint(svgRef)}>\n*       <svg ref={svgRef} viewBox=\"0 0 100 100\" width={500} height={500}>\n*         <motion.rect drag width={10} height={10} />\n*       </svg>\n*     </MotionConfig>\n*   )\n* }\n* ```\n*\n* @param svgRef - A React ref to the SVG element\n* @returns A transformPagePoint function for use with MotionConfig\n*\n* @public\n*/\nfunction transformViewBoxPoint(svgRef) {\n\treturn (point) => {\n\t\tconst svg = svgRef.current;\n\t\tif (!svg) return point;\n\t\tconst viewBox = svg.viewBox?.baseVal;\n\t\tif (!viewBox || viewBox.width === 0 && viewBox.height === 0) return point;\n\t\tconst bbox = svg.getBoundingClientRect();\n\t\tif (bbox.width === 0 || bbox.height === 0) return point;\n\t\tconst scaleX = viewBox.width / bbox.width;\n\t\tconst scaleY = viewBox.height / bbox.height;\n\t\tconst svgX = bbox.left + window.scrollX;\n\t\tconst svgY = bbox.top + window.scrollY;\n\t\treturn {\n\t\t\tx: (point.x - svgX) * scaleX + svgX,\n\t\t\ty: (point.y - svgY) * scaleY + svgY\n\t\t};\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/utils/transform-rotated-parent.mjs\n/**\n* Creates a `transformPagePoint` function that corrects pointer coordinates\n* for a parent container with CSS transforms (rotation, scale, skew).\n*\n* When dragging elements inside a transformed parent, pointer coordinates\n* need to be transformed through the inverse of the parent's transform\n* so the drag offset is in local space.\n*\n* Works with both static and continuously animating transforms.\n*\n* @example\n* ```jsx\n* function App() {\n*   const ref = useRef(null)\n*\n*   return (\n*     <motion.div ref={ref} style={{ rotate: 90 }}>\n*       <MotionConfig transformPagePoint={correctParentTransform(ref)}>\n*         <motion.div drag />\n*       </MotionConfig>\n*     </motion.div>\n*   )\n* }\n* ```\n*\n* @param parentRef - A React ref to the transformed parent element\n* @returns A transformPagePoint function for use with MotionConfig\n*\n* @public\n*/\nfunction correctParentTransform(parentRef) {\n\treturn (point) => {\n\t\tconst parent = parentRef.current;\n\t\tif (!parent) return point;\n\t\tconst inv = getInverseMatrix(parent);\n\t\tif (!inv) return point;\n\t\tconst rect = parent.getBoundingClientRect();\n\t\tconst cx = rect.left + window.scrollX + rect.width / 2;\n\t\tconst cy = rect.top + window.scrollY + rect.height / 2;\n\t\tconst dx = point.x - cx;\n\t\tconst dy = point.y - cy;\n\t\treturn {\n\t\t\tx: cx + inv.a * dx + inv.c * dy,\n\t\t\ty: cy + inv.b * dx + inv.d * dy\n\t\t};\n\t};\n}\nfunction getInverseMatrix(element) {\n\tconst { transform } = getComputedStyle(element);\n\tif (!transform || transform === \"none\") return null;\n\tconst match = transform.match(/^matrix3d\\((.*)\\)$/u) || transform.match(/^matrix\\((.*)\\)$/u);\n\tif (!match) return null;\n\tconst v = match[1].split(\",\").map(Number);\n\tconst is3d = transform.startsWith(\"matrix3d\");\n\tconst a = v[0], b = v[1];\n\tconst c = is3d ? v[4] : v[2];\n\tconst d = is3d ? v[5] : v[3];\n\tconst det = a * d - b * c;\n\tif (Math.abs(det) < 1e-10) return null;\n\treturn {\n\t\ta: d / det,\n\t\tb: -b / det,\n\t\tc: -c / det,\n\t\td: a / det\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/optimized-appear/store.mjs\nconst appearAnimationStore = /* @__PURE__ */ new Map();\nconst appearComplete = /* @__PURE__ */ new Map();\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/optimized-appear/store-id.mjs\nconst appearStoreId = (elementId, valueName) => {\n\treturn `${elementId}: ${transformProps.has(valueName) ? \"transform\" : valueName}`;\n};\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/optimized-appear/handoff.mjs\nfunction handoffOptimizedAppearAnimation(elementId, valueName, frame) {\n\tconst storeId = appearStoreId(elementId, valueName);\n\tconst optimisedAnimation = appearAnimationStore.get(storeId);\n\tif (!optimisedAnimation) return null;\n\tconst { animation, startTime } = optimisedAnimation;\n\tfunction cancelAnimation() {\n\t\twindow.MotionCancelOptimisedAnimation?.(elementId, valueName, frame);\n\t}\n\t/**\n\t* We can cancel the animation once it's finished now that we've synced\n\t* with Motion.\n\t*\n\t* Prefer onfinish over finished as onfinish is backwards compatible with\n\t* older browsers.\n\t*/\n\tanimation.onfinish = cancelAnimation;\n\tif (startTime === null || window.MotionHandoffIsComplete?.(elementId)) {\n\t\t/**\n\t\t* If the startTime is null, this animation is the Paint Ready detection animation\n\t\t* and we can cancel it immediately without handoff.\n\t\t*\n\t\t* Or if we've already handed off the animation then we're now interrupting it.\n\t\t* In which case we need to cancel it.\n\t\t*/\n\t\tcancelAnimation();\n\t\treturn null;\n\t} else return startTime;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/optimized-appear/start.mjs\n/**\n* A single time to use across all animations to manually set startTime\n* and ensure they're all in sync.\n*/\nlet startFrameTime;\n/**\n* A dummy animation to detect when Chrome is ready to start\n* painting the page and hold off from triggering the real animation\n* until then. We only need one animation to detect paint ready.\n*\n* https://bugs.chromium.org/p/chromium/issues/detail?id=1406850\n*/\nlet readyAnimation;\n/**\n* Keep track of animations that were suspended vs cancelled so we\n* can easily resume them when we're done measuring layout.\n*/\nconst suspendedAnimations = /* @__PURE__ */ new Set();\nfunction resumeSuspendedAnimations() {\n\tsuspendedAnimations.forEach((data) => {\n\t\tdata.animation.play();\n\t\tdata.animation.startTime = data.startTime;\n\t});\n\tsuspendedAnimations.clear();\n}\nfunction startOptimizedAppearAnimation(element, name, keyframes, options, onReady) {\n\tif (window.MotionIsMounted) return;\n\tconst id = element.dataset[optimizedAppearDataId];\n\tif (!id) return;\n\twindow.MotionHandoffAnimation = handoffOptimizedAppearAnimation;\n\tconst storeId = appearStoreId(id, name);\n\tif (!readyAnimation) {\n\t\treadyAnimation = startWaapiAnimation(\n\t\t\telement,\n\t\t\tname,\n\t\t\t[keyframes[0], keyframes[0]],\n\t\t\t/**\n\t\t\t* 10 secs is basically just a super-safe duration to give Chrome\n\t\t\t* long enough to get the animation ready.\n\t\t\t*/\n\t\t\t{\n\t\t\t\tduration: 1e4,\n\t\t\t\tease: \"linear\"\n\t\t\t}\n\t\t);\n\t\tappearAnimationStore.set(storeId, {\n\t\t\tanimation: readyAnimation,\n\t\t\tstartTime: null\n\t\t});\n\t\t/**\n\t\t* If there's no readyAnimation then there's been no instantiation\n\t\t* of handoff animations.\n\t\t*/\n\t\twindow.MotionHandoffAnimation = handoffOptimizedAppearAnimation;\n\t\twindow.MotionHasOptimisedAnimation = (elementId, valueName) => {\n\t\t\tif (!elementId) return false;\n\t\t\t/**\n\t\t\t* Keep a map of elementIds that have started animating. We check\n\t\t\t* via ID instead of Element because of hydration errors and\n\t\t\t* pre-hydration checks. We also actively record IDs as they start\n\t\t\t* animating rather than simply checking for data-appear-id as\n\t\t\t* this attribute might be present but not lead to an animation, for\n\t\t\t* instance if the element's appear animation is on a different\n\t\t\t* breakpoint.\n\t\t\t*/\n\t\t\tif (!valueName) return appearComplete.has(elementId);\n\t\t\tconst animationId = appearStoreId(elementId, valueName);\n\t\t\treturn Boolean(appearAnimationStore.get(animationId));\n\t\t};\n\t\twindow.MotionHandoffMarkAsComplete = (elementId) => {\n\t\t\tif (appearComplete.has(elementId)) appearComplete.set(elementId, true);\n\t\t};\n\t\twindow.MotionHandoffIsComplete = (elementId) => {\n\t\t\treturn appearComplete.get(elementId) === true;\n\t\t};\n\t\t/**\n\t\t* We only need to cancel transform animations as\n\t\t* they're the ones that will interfere with the\n\t\t* layout animation measurements.\n\t\t*/\n\t\twindow.MotionCancelOptimisedAnimation = (elementId, valueName, frame, canResume) => {\n\t\t\tconst animationId = appearStoreId(elementId, valueName);\n\t\t\tconst data = appearAnimationStore.get(animationId);\n\t\t\tif (!data) return;\n\t\t\tif (frame && canResume === void 0)\n /**\n\t\t\t* Wait until the end of the subsequent frame to cancel the animation\n\t\t\t* to ensure we don't remove the animation before the main thread has\n\t\t\t* had a chance to resolve keyframes and render.\n\t\t\t*/\n\t\t\tframe.postRender(() => {\n\t\t\t\tframe.postRender(() => {\n\t\t\t\t\tdata.animation.cancel();\n\t\t\t\t});\n\t\t\t});\n\t\t\telse data.animation.cancel();\n\t\t\tif (frame && canResume) {\n\t\t\t\tsuspendedAnimations.add(data);\n\t\t\t\tframe.render(resumeSuspendedAnimations);\n\t\t\t} else {\n\t\t\t\tappearAnimationStore.delete(animationId);\n\t\t\t\t/**\n\t\t\t\t* If there are no more animations left, we can remove the cancel function.\n\t\t\t\t* This will let us know when we can stop checking for conflicting layout animations.\n\t\t\t\t*/\n\t\t\t\tif (!appearAnimationStore.size) window.MotionCancelOptimisedAnimation = void 0;\n\t\t\t}\n\t\t};\n\t\twindow.MotionCheckAppearSync = (visualElement, valueName, value) => {\n\t\t\tconst appearId = getOptimisedAppearId(visualElement);\n\t\t\tif (!appearId) return;\n\t\t\tconst valueIsOptimised = window.MotionHasOptimisedAnimation?.(appearId, valueName);\n\t\t\tconst externalAnimationValue = visualElement.props.values?.[valueName];\n\t\t\tif (!valueIsOptimised || !externalAnimationValue) return;\n\t\t\tconst removeSyncCheck = value.on(\"change\", (latestValue) => {\n\t\t\t\tif (externalAnimationValue.get() !== latestValue) {\n\t\t\t\t\twindow.MotionCancelOptimisedAnimation?.(appearId, valueName);\n\t\t\t\t\tremoveSyncCheck();\n\t\t\t\t}\n\t\t\t});\n\t\t\treturn removeSyncCheck;\n\t\t};\n\t}\n\tconst startAnimation = () => {\n\t\treadyAnimation.cancel();\n\t\tconst appearAnimation = startWaapiAnimation(element, name, keyframes, options);\n\t\t/**\n\t\t* Record the time of the first started animation. We call performance.now() once\n\t\t* here and once in handoff to ensure we're getting\n\t\t* close to a frame-locked time. This keeps all animations in sync.\n\t\t*/\n\t\tif (startFrameTime === void 0) startFrameTime = performance.now();\n\t\tappearAnimation.startTime = startFrameTime;\n\t\tappearAnimationStore.set(storeId, {\n\t\t\tanimation: appearAnimation,\n\t\t\tstartTime: startFrameTime\n\t\t});\n\t\tif (onReady) onReady(appearAnimation);\n\t};\n\tappearComplete.set(id, false);\n\tif (readyAnimation.ready) readyAnimation.ready.then(startAnimation).catch(noop);\n\telse startAnimation();\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/animation/hooks/use-animated-state.mjs\nconst createObject = () => ({});\nvar StateVisualElement = class extends VisualElement {\n\tconstructor() {\n\t\tsuper(...arguments);\n\t\tthis.measureInstanceViewportBox = createBox;\n\t}\n\tbuild() {}\n\tresetTransform() {}\n\trestoreTransform() {}\n\tremoveValueFromRenderState() {}\n\trenderInstance() {}\n\tscrapeMotionValuesFromProps() {\n\t\treturn createObject();\n\t}\n\tgetBaseTargetFromProps() {}\n\treadValueFromInstance(_state, key, options) {\n\t\treturn options.initialState[key] || 0;\n\t}\n\tsortInstanceNodePosition() {\n\t\treturn 0;\n\t}\n};\nconst useVisualState = makeUseVisualState({\n\tscrapeMotionValuesFromProps: createObject,\n\tcreateRenderState: createObject\n});\n/**\n* This is not an officially supported API and may be removed\n* on any version.\n*/\nfunction useAnimatedState(initialState) {\n\tconst [animationState, setAnimationState] = useState(initialState);\n\tconst visualState = useVisualState({}, false);\n\tconst element = useConstant(() => {\n\t\treturn new StateVisualElement({\n\t\t\tprops: { onUpdate: (v) => {\n\t\t\t\tsetAnimationState({ ...v });\n\t\t\t} },\n\t\t\tvisualState,\n\t\t\tpresenceContext: null\n\t\t}, { initialState });\n\t});\n\tuseLayoutEffect(() => {\n\t\telement.mount({});\n\t\treturn () => element.unmount();\n\t}, [element]);\n\treturn [animationState, useConstant(() => (animationDefinition) => {\n\t\treturn animateVisualElement(element, animationDefinition);\n\t})];\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/value/use-inverted-scale.mjs\nconst maxScale = 1e5;\nconst invertScale = (scale) => scale > .001 ? 1 / scale : maxScale;\nlet hasWarned = false;\n/**\n* Returns a `MotionValue` each for `scaleX` and `scaleY` that update with the inverse\n* of their respective parent scales.\n*\n* This is useful for undoing the distortion of content when scaling a parent component.\n*\n* By default, `useInvertedScale` will automatically fetch `scaleX` and `scaleY` from the nearest parent.\n* By passing other `MotionValue`s in as `useInvertedScale({ scaleX, scaleY })`, it will invert the output\n* of those instead.\n*\n* ```jsx\n* const MyComponent = () => {\n*   const { scaleX, scaleY } = useInvertedScale()\n*   return <motion.div style={{ scaleX, scaleY }} />\n* }\n* ```\n*\n* @deprecated\n*/\nfunction useInvertedScale(scale) {\n\tlet parentScaleX = useMotionValue(1);\n\tlet parentScaleY = useMotionValue(1);\n\tconst { visualElement } = useContext(MotionContext);\n\tinvariant(!!(scale || visualElement), \"If no scale values are provided, useInvertedScale must be used within a child of another motion component.\");\n\twarning(hasWarned, \"useInvertedScale is deprecated and will be removed in 3.0. Use the layout prop instead.\");\n\thasWarned = true;\n\tif (scale) {\n\t\tparentScaleX = scale.scaleX || parentScaleX;\n\t\tparentScaleY = scale.scaleY || parentScaleY;\n\t} else if (visualElement) {\n\t\tparentScaleX = visualElement.getValue(\"scaleX\", 1);\n\t\tparentScaleY = visualElement.getValue(\"scaleY\", 1);\n\t}\n\treturn {\n\t\tscaleX: useTransform(parentScaleX, invertScale),\n\t\tscaleY: useTransform(parentScaleY, invertScale)\n\t};\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/context/ReorderContext.mjs\nconst ReorderContext = createContext(null);\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/Reorder/utils/check-reorder.mjs\nfunction checkReorder(order, value, offset, velocity, axis, direction = \"ltr\") {\n\tconst index = order.findIndex((item) => item.value === value);\n\tif (index === -1) return order;\n\tif (axis === \"xy\") {\n\t\tconst { layout } = order[index];\n\t\tconst center = {\n\t\t\tx: mixNumber$1(layout.x.min, layout.x.max, .5) + offset.x,\n\t\t\ty: mixNumber$1(layout.y.min, layout.y.max, .5) + offset.y\n\t\t};\n\t\tconst lines = getLines(order);\n\t\tconst sourceLine = lines.find((line) => line.items.includes(order[index]));\n\t\tconst targetLine = lines.reduce((closest, line) => distanceToLine(center.y, line) < distanceToLine(center.y, closest) ? line : closest);\n\t\tif (targetLine !== sourceLine) return moveToLine(order, index, center.x, targetLine, direction);\n\t\tconst currentDistance = distanceToBox(center, layout);\n\t\tlet target = -1;\n\t\tlet targetDistance = currentDistance;\n\t\torder.forEach((item, targetIndex) => {\n\t\t\tif (targetIndex === index) return;\n\t\t\tconst distance = distanceToBox(center, item.layout);\n\t\t\tif (distance < targetDistance) {\n\t\t\t\ttarget = targetIndex;\n\t\t\t\ttargetDistance = distance;\n\t\t\t}\n\t\t});\n\t\treturn target === -1 ? order : moveItem(order, index, index + Math.sign(target - index));\n\t}\n\tif (!velocity[axis]) return order;\n\tconst nextOffset = velocity[axis] > 0 ? 1 : -1;\n\tconst nextItem = order[index + nextOffset];\n\tif (!nextItem) return order;\n\tconst itemLayout = order[index].layout[axis];\n\tconst nextLayout = nextItem.layout[axis];\n\tconst nextItemCenter = mixNumber$1(nextLayout.min, nextLayout.max, .5);\n\tif (nextOffset === 1 && itemLayout.max + offset[axis] > nextItemCenter || nextOffset === -1 && itemLayout.min + offset[axis] < nextItemCenter) return moveItem(order, index, index + nextOffset);\n\treturn order;\n}\nfunction getLines(order) {\n\tconst lines = [];\n\torder.forEach((item) => {\n\t\tconst { min, max } = item.layout.y;\n\t\tconst line = lines[lines.length - 1];\n\t\tif (!line || min >= line.max || max <= line.min) lines.push({\n\t\t\titems: [item],\n\t\t\tmin,\n\t\t\tmax\n\t\t});\n\t\telse {\n\t\t\tline.items.push(item);\n\t\t\tline.min = Math.min(line.min, min);\n\t\t\tline.max = Math.max(line.max, max);\n\t\t}\n\t});\n\treturn lines;\n}\nfunction distanceToLine(y, line) {\n\treturn y < line.min ? line.min - y : y > line.max ? y - line.max : 0;\n}\nfunction moveToLine(order, index, x, line, direction) {\n\tconst remaining = order.filter((_, itemIndex) => itemIndex !== index);\n\tconst before = line.items.find((item) => {\n\t\tconst center = mixNumber$1(item.layout.x.min, item.layout.x.max, .5);\n\t\treturn direction === \"ltr\" ? x < center : x > center;\n\t});\n\tconst targetIndex = before ? remaining.indexOf(before) : remaining.indexOf(line.items[line.items.length - 1]) + 1;\n\tconst nextOrder = [...remaining];\n\tnextOrder.splice(targetIndex, 0, order[index]);\n\treturn nextOrder.every((item, itemIndex) => item === order[itemIndex]) ? order : nextOrder;\n}\nfunction distanceToBox(point, box) {\n\tconst x = Math.max(box.x.min - point.x, 0, point.x - box.x.max);\n\tconst y = Math.max(box.y.min - point.y, 0, point.y - box.y.max);\n\treturn x * x + y * y;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/Reorder/utils/detect-axis.mjs\nconst isSeparated = (a, b) => a.max <= b.min || b.max <= a.min;\nfunction detectAxis(layouts) {\n\tlet x = false;\n\tlet y = false;\n\tfor (let i = 0; i < layouts.length; i++) for (let j = i + 1; j < layouts.length; j++) {\n\t\tx || (x = isSeparated(layouts[i].x, layouts[j].x));\n\t\ty || (y = isSeparated(layouts[i].y, layouts[j].y));\n\t\tif (x && y) return \"xy\";\n\t}\n\treturn x ? \"x\" : \"y\";\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/Reorder/Group.mjs\nfunction ReorderGroupComponent({ children, as = \"ul\", axis: axisOverride, onReorder, values, onPointerDownCapture, onClickCapture, ...props }, externalRef) {\n\tconst Component = useConstant(() => motion[as]);\n\tconst itemLayouts = useRef(/* @__PURE__ */ new Map());\n\tconst [detectedAxis, setDetectedAxis] = useState(\"y\");\n\tconst isReordering = useRef(false);\n\tconst hasReordered = useRef(false);\n\tconst groupRef = useRef(null);\n\tconst axis = axisOverride || detectedAxis;\n\tinvariant(Boolean(values), \"Reorder.Group must be provided a values prop\", \"reorder-values\");\n\tconst valuesSet = new Set(values);\n\titemLayouts.current.forEach((_, value) => {\n\t\tif (!valuesSet.has(value)) itemLayouts.current.delete(value);\n\t});\n\tconst context = {\n\t\taxis,\n\t\tgroupRef,\n\t\thasReordered,\n\t\tregisterItem: (value, layout) => {\n\t\t\titemLayouts.current.set(value, layout);\n\t\t\tif (!axisOverride) {\n\t\t\t\tconst nextAxis = detectAxis(values.flatMap((itemValue) => {\n\t\t\t\t\tconst itemLayout = itemLayouts.current.get(itemValue);\n\t\t\t\t\treturn itemLayout ? [itemLayout] : [];\n\t\t\t\t}));\n\t\t\t\tif (nextAxis !== detectedAxis) setDetectedAxis(nextAxis);\n\t\t\t}\n\t\t},\n\t\tupdateOrder: (item, offset, velocity) => {\n\t\t\tif (isReordering.current) return;\n\t\t\tconst order = values.flatMap((value) => {\n\t\t\t\tconst layout = itemLayouts.current.get(value);\n\t\t\t\treturn layout ? [{\n\t\t\t\t\tvalue,\n\t\t\t\t\tlayout\n\t\t\t\t}] : [];\n\t\t\t});\n\t\t\tconst direction = groupRef.current?.ownerDocument.defaultView?.getComputedStyle(groupRef.current).direction === \"rtl\" ? \"rtl\" : \"ltr\";\n\t\t\tconst newOrder = checkReorder(order, item, offset, velocity, axis, direction);\n\t\t\tif (order !== newOrder) {\n\t\t\t\tisReordering.current = true;\n\t\t\t\thasReordered.current = true;\n\t\t\t\tconst newValues = [...values];\n\t\t\t\tconst measuredIndexes = order.map(({ value }) => values.indexOf(value));\n\t\t\t\tnewOrder.forEach(({ value }, index) => {\n\t\t\t\t\tnewValues[measuredIndexes[index]] = value;\n\t\t\t\t});\n\t\t\t\tonReorder(newValues);\n\t\t\t}\n\t\t}\n\t};\n\t/**\n\t* Only clear the guard once the new order has been rendered. Unrelated\n\t* commits (useTransition's isPending, stale renders in front of\n\t* useDeferredValue) would otherwise re-enable onReorder while the\n\t* previous order is still pending.\n\t*/\n\tuseEffect(() => {\n\t\tisReordering.current = false;\n\t}, [values]);\n\tconst setRef = (element) => {\n\t\tgroupRef.current = element;\n\t\tif (typeof externalRef === \"function\") externalRef(element);\n\t\telse if (externalRef) externalRef.current = element;\n\t};\n\t/**\n\t* Disable browser scroll anchoring on the group container.\n\t* When items reorder, scroll anchoring can cause the browser to adjust\n\t* the scroll position, which interferes with drag position calculations.\n\t*/\n\tconst groupStyle = {\n\t\toverflowAnchor: \"none\",\n\t\t...props.style\n\t};\n\treturn jsx(Component, {\n\t\t...props,\n\t\tstyle: groupStyle,\n\t\tref: setRef,\n\t\t/**\n\t\t* A release that ends a reordering drag isn't a click. Browsers\n\t\t* only click an element holding both the press and release\n\t\t* targets, so whether it was clicked depended on which nodes\n\t\t* React moved, and so on drag direction (#2682): Chrome drops\n\t\t* the click if the dragged item's node moved, others may click\n\t\t* an ancestor. Swallow it here, above every item, either way.\n\t\t* The flag is cleared when the drag ends, a frame after the\n\t\t* release's click, or on the next press. Clicks with no\n\t\t* pointer press behind them (detail 0, e.g. keyboard) are left\n\t\t* alone.\n\t\t*/\n\t\tonPointerDownCapture: (event) => {\n\t\t\thasReordered.current = false;\n\t\t\tonPointerDownCapture?.(event);\n\t\t},\n\t\tonClickCapture: (event) => {\n\t\t\tif (hasReordered.current && event.detail) {\n\t\t\t\thasReordered.current = false;\n\t\t\t\tevent.stopPropagation();\n\t\t\t\tevent.preventDefault();\n\t\t\t}\n\t\t\tonClickCapture?.(event);\n\t\t},\n\t\tignoreStrict: true,\n\t\tchildren: jsx(ReorderContext.Provider, {\n\t\t\tvalue: context,\n\t\t\tchildren\n\t\t})\n\t});\n}\nconst ReorderGroup = /*@__PURE__*/ forwardRef(ReorderGroupComponent);\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/Reorder/utils/auto-scroll.mjs\nconst threshold = 50;\nconst maxSpeed = 25;\nconst overflowStyles = /* @__PURE__ */ new Set([\"auto\", \"scroll\"]);\nconst initialScrollLimits = /* @__PURE__ */ new WeakMap();\nconst activeScrollEdge = /* @__PURE__ */ new WeakMap();\nlet currentGroupElement = null;\nfunction resetAutoScrollState() {\n\tif (currentGroupElement) {\n\t\tconst scrollableAncestor = findScrollableAncestor(currentGroupElement, \"y\");\n\t\tif (scrollableAncestor) {\n\t\t\tactiveScrollEdge.delete(scrollableAncestor);\n\t\t\tinitialScrollLimits.delete(scrollableAncestor);\n\t\t}\n\t\tconst scrollableAncestorX = findScrollableAncestor(currentGroupElement, \"x\");\n\t\tif (scrollableAncestorX && scrollableAncestorX !== scrollableAncestor) {\n\t\t\tactiveScrollEdge.delete(scrollableAncestorX);\n\t\t\tinitialScrollLimits.delete(scrollableAncestorX);\n\t\t}\n\t\tcurrentGroupElement = null;\n\t}\n}\nfunction isScrollableElement(element, axis) {\n\tconst style = getComputedStyle(element);\n\tconst overflow = axis === \"x\" ? style.overflowX : style.overflowY;\n\tconst isDocumentScroll = element === document.body || element === document.documentElement;\n\treturn overflowStyles.has(overflow) || isDocumentScroll;\n}\nfunction findScrollableAncestor(element, axis) {\n\tlet current = element?.parentElement;\n\twhile (current) {\n\t\tif (isScrollableElement(current, axis)) return current;\n\t\tcurrent = current.parentElement;\n\t}\n\treturn null;\n}\nfunction getScrollAmount(pointerPosition, scrollElement, axis) {\n\tconst rect = scrollElement.getBoundingClientRect();\n\tconst start = axis === \"x\" ? Math.max(0, rect.left) : Math.max(0, rect.top);\n\tconst end = axis === \"x\" ? Math.min(window.innerWidth, rect.right) : Math.min(window.innerHeight, rect.bottom);\n\tconst distanceFromStart = pointerPosition - start;\n\tconst distanceFromEnd = end - pointerPosition;\n\tif (distanceFromStart < threshold) {\n\t\tconst intensity = 1 - distanceFromStart / threshold;\n\t\treturn {\n\t\t\tamount: -25 * intensity * intensity,\n\t\t\tedge: \"start\"\n\t\t};\n\t} else if (distanceFromEnd < threshold) {\n\t\tconst intensity = 1 - distanceFromEnd / threshold;\n\t\treturn {\n\t\t\tamount: maxSpeed * intensity * intensity,\n\t\t\tedge: \"end\"\n\t\t};\n\t}\n\treturn {\n\t\tamount: 0,\n\t\tedge: null\n\t};\n}\nfunction autoScrollIfNeeded(groupElement, pointerPosition, axis, velocity) {\n\tif (!groupElement) return;\n\tcurrentGroupElement = groupElement;\n\tconst scrollableAncestor = findScrollableAncestor(groupElement, axis);\n\tif (!scrollableAncestor) return;\n\tconst { amount: scrollAmount, edge } = getScrollAmount(pointerPosition - (axis === \"x\" ? window.scrollX : window.scrollY), scrollableAncestor, axis);\n\tif (edge === null) {\n\t\tactiveScrollEdge.delete(scrollableAncestor);\n\t\tinitialScrollLimits.delete(scrollableAncestor);\n\t\treturn;\n\t}\n\tconst currentActiveEdge = activeScrollEdge.get(scrollableAncestor);\n\tconst isDocumentScroll = scrollableAncestor === document.body || scrollableAncestor === document.documentElement;\n\tif (currentActiveEdge !== edge) {\n\t\tif (!(edge === \"start\" && velocity < 0 || edge === \"end\" && velocity > 0)) return;\n\t\tactiveScrollEdge.set(scrollableAncestor, edge);\n\t\tconst maxScroll = axis === \"x\" ? scrollableAncestor.scrollWidth - (isDocumentScroll ? window.innerWidth : scrollableAncestor.clientWidth) : scrollableAncestor.scrollHeight - (isDocumentScroll ? window.innerHeight : scrollableAncestor.clientHeight);\n\t\tinitialScrollLimits.set(scrollableAncestor, maxScroll);\n\t}\n\tif (scrollAmount > 0) {\n\t\tconst initialLimit = initialScrollLimits.get(scrollableAncestor);\n\t\tif ((axis === \"x\" ? isDocumentScroll ? window.scrollX : scrollableAncestor.scrollLeft : isDocumentScroll ? window.scrollY : scrollableAncestor.scrollTop) >= initialLimit) return;\n\t}\n\tif (axis === \"x\") {\n\t\tif (isDocumentScroll) window.scrollBy({ left: scrollAmount });\n\t\telse scrollableAncestor.scrollLeft += scrollAmount;\n\t} else if (isDocumentScroll) window.scrollBy({ top: scrollAmount });\n\telse scrollableAncestor.scrollTop += scrollAmount;\n}\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/Reorder/Item.mjs\nfunction useDefaultMotionValue(value, defaultValue = 0) {\n\treturn isMotionValue(value) ? value : useMotionValue(defaultValue);\n}\nfunction ReorderItemComponent({ children, style = {}, value, as = \"li\", onDrag, onDragEnd, layout = true, ...props }, externalRef) {\n\tconst Component = useConstant(() => motion[as]);\n\tconst context = useContext(ReorderContext);\n\tconst point = {\n\t\tx: useDefaultMotionValue(style.x),\n\t\ty: useDefaultMotionValue(style.y)\n\t};\n\tconst zIndex = useTransform([point.x, point.y], ([latestX, latestY]) => latestX || latestY ? 1 : \"unset\");\n\tinvariant(Boolean(context), \"Reorder.Item must be a child of Reorder.Group\", \"reorder-item-child\");\n\tconst { axis, registerItem, updateOrder, groupRef, hasReordered } = context;\n\treturn jsx(Component, {\n\t\tdrag: axis === \"xy\" ? true : axis,\n\t\t...props,\n\t\tdragSnapToOrigin: true,\n\t\tstyle: {\n\t\t\t...style,\n\t\t\tx: point.x,\n\t\t\ty: point.y,\n\t\t\tzIndex\n\t\t},\n\t\tlayout,\n\t\tonDrag: (event, gesturePoint) => {\n\t\t\tconst { velocity, point: pointerPoint } = gesturePoint;\n\t\t\tconst offset = {\n\t\t\t\tx: point.x.get(),\n\t\t\t\ty: point.y.get()\n\t\t\t};\n\t\t\tupdateOrder(value, offset, velocity);\n\t\t\tconst scrollAxis = axis === \"xy\" ? Math.abs(velocity.x) > Math.abs(velocity.y) ? \"x\" : \"y\" : axis;\n\t\t\tautoScrollIfNeeded(groupRef.current, pointerPoint[scrollAxis], scrollAxis, velocity[scrollAxis]);\n\t\t\tonDrag && onDrag(event, gesturePoint);\n\t\t},\n\t\tonDragEnd: (event, gesturePoint) => {\n\t\t\thasReordered.current = false;\n\t\t\tresetAutoScrollState();\n\t\t\tonDragEnd && onDragEnd(event, gesturePoint);\n\t\t},\n\t\tonLayoutMeasure: (measured) => {\n\t\t\tregisterItem(value, measured);\n\t\t},\n\t\tref: externalRef,\n\t\tignoreStrict: true,\n\t\tchildren\n\t});\n}\nconst ReorderItem = /*@__PURE__*/ forwardRef(ReorderItemComponent);\n\n//#endregion\n//#region ../../../node_modules/framer-motion/dist/es/components/Reorder/namespace.mjs\nvar namespace_exports = /* @__PURE__ */ __exportAll({\n\tGroup: () => ReorderGroup,\n\tItem: () => ReorderItem\n});\n\n//#endregion\nexport { distance2D as $, getMixer as $a, getAnimationMap as $i, getViewAnimations as $n, velocityPerSecond as $o, buildSVGPath as $r, boxEqualsRounded as $t, useReducedMotion as A, getDefaultValueType as Aa, optimizedAppearDataId as Ai, renderHTML as An, time as Ao, measurePageBox as Ar, cleanDirtyNodes as At, useMotionValue as B, fillOffset as Ba, getVariableValue as Bi, isControllingVariants as Bn, circIn as Bo, has2DTranslate as Br, addDomEvent as Bt, useAnimateMini as C, transformProps as Ca, findDimensionValueType as Ci, camelCaseAttributes as Cn, rgba as Co, isDragActive as Cr, animateLayout as Ct, createScopedAnimate as D, fillWildcards as Da, animateTarget as Di, isForcedMotionValue as Dn, containsCSSVariable as Do, propEffect as Dr, rootProjectionNode as Dt, animate as E, readTransformValue as Ea, animateVariant as Ei, scrapeMotionValuesFromProps$1 as En, scale as Eo, microtask as Er, HTMLProjectionNode as Et, useAnimationFrame as F, getFinalKeyframe as Fa, setTarget as Fi, setFeatureDefinitions as Fn, isEasingArray as Fo, applyTreeDeltas as Fr, resolveMotionValue as Ft, scrollInfo as G, calcGeneratorDuration as Ga, getDefaultTransition as Gi, isAnimationControls as Gn, backInOut as Go, transformBoxPoints as Gr, correctBorderRadius as Gt, useElementScroll as H, inertia as Ha, arc as Hi, variantPriorityOrder as Hn, circOut as Ho, hasTransform as Hr, mixValues as Ht, useSpring as I, defaultEasing as Ia, isKeyframesTarget as Ii, initPrefersReducedMotion as In, steps as Io, scalePoint as Ir, delay as It, domMax as J, cancelFrame as Ja, MotionValue as Ji, createAxisDelta as Jn, mirrorEasing as Jo, svgEffect as Jr, aspectRatio as Jt, useMotionValueEvent as K, maxGeneratorDuration as Ka, getValueTransition$1 as Ki, visualElementStore as Kn, backOut as Ko, addSVGValue as Kr, pixelsToPercent as Kt, useFollowValue as L, keyframes as La, positionalKeys as Li, hasReducedMotionListener as Ln, easeIn as Lo, transformAxis as Lr, delayInSeconds as Lt, WillChangeMotionValue as M, transformValueTypes as Ma, addValueToWillChange as Mi, DOMVisualElement as Mn, easingDefinitionToFunction as Mo, applyAxisDelta as Mr, propagateDirtyNodes as Mt, useVelocity as N, JSAnimation as Na, isWillChangeMotionValue as Ni, VisualElement as Nn, isBezierDefinition as No, applyBoxDelta as Nr, globalProjectionState as Nt, animationControls as O, getAnimatableNone as Oa, getOptimisedAppearId as Oi, addScaleCorrector as On, isCSSVariableName as Oo, animateElement as Or, nodeGroup as Ot, useTime as P, animateValue as Pa, isMotionValue as Pi, getFeatureDefinitions as Pn, getEasingForSegment as Po, applyPointDelta as Pr, NodeStack as Pt, distance as Q, mix as Qa, animationMapKey as Qi, animateView as Qn, warnOnce as Qo, buildSVGAttrs as Qr, boxEquals as Qt, useTransform as R, convertOffsetToTimes as Ra, resolveVariant as Ri, prefersReducedMotion as Rn, easeInOut as Ro, transformBox as Rr, FlatTree as Rt, useAnimationControls as S, transformPropOrder as Sa, dimensionValueTypes as Si, isSVGTag as Sn, rgbUnit as So, setDragLock as Sr, __commonJSMin as Ss, sync as St, useAnimate as T, parseValueFromTransform as Ta, animateVisualElement as Ti, HTMLVisualElement as Tn, number as To, cancelMicrotask as Tr, parseAnimateLayoutArgs as Tt, useScroll as U, spring as Ua, animateMotionValue as Ui, variantProps as Un, anticipate as Uo, convertBoundingBoxToBox as Ur, buildProjectionTransform as Ut, useViewportScroll as V, interpolate as Va, parseCSSVariable as Vi, isVariantNode as Vn, circInOut as Vo, hasScale as Vr, animateSingleValue as Vt, scroll as W, createGeneratorEasing as Wa, isTransitionDefined as Wi, isVariantLabel as Wn, backIn as Wo, convertBoxToBoundingBox as Wr, correctBoxShadow as Wt, useUnmountEffect as X, frameSteps as Xa, motionValue as Xi, createDelta as Xn, wrap as Xo, addAttrValue as Xr, axisEquals as Xt, domAnimation as Y, frame as Ya, collectMotionValues as Yi, createBox as Yn, cubicBezier as Yo, svgSubjectEffect as Yr, axisDeltaEquals as Yt, motion as Z, createRenderBatcher as Za, calcChildStagger as Zi, ViewTransitionBuilder as Zn, hasWarned$1 as Zo, attrEffect as Zr, axisEqualsRounded as Zt, DragControls as _, supportsViewTimeline as _a, removeEffect as _i, checkVariantsDidChange as _n, progressPercentage as _o, isElementKeyboardAccessible as _r, PresenceContext as _s, PresenceChild as _t, correctParentTransform as a, acceleratedValues as aa, styleEffect as ai, calcAxisDelta as an, mixColor as ao, transformValue as ar, noop as as, makeUseVisualState as at, usePresenceData as b, KeyframeResolver as ba, applyPxDefaults as bi, scrapeMotionValuesFromProps as bn, vw as bo, isNodeOrChild as br, useConstant as bs, MotionConfigContext as bt, disableInstantTransitions as c, NativeAnimation as ca, MotionValueState as ci, calcRelativeAxis as cn, mixImmediate as co, transform as cr, isObject as cs, MotionContext as ct, inView as d, startWaapiAnimation as da, isSVGElement as di, calcRelativePosition as dn, complex as do, isSVGSVGElement as dr, invariant as ds, LayoutGroup as dt, NativeAnimationWrapper as ea, buildHTMLStyles as ei, isDeltaZero as en, mixArray as eo, getViewAnimationLayerInfo as er, millisecondsToSeconds as es, addPointerEvent as et, useCycle as f, mapEasingToNativeEasing as fa, isHTMLElement as fi, isNear as fn, hasComplexValues as fo, recordStats as fr, warning as fs, useForceUpdate as ft, isMotionComponent as g, supportsScrollTimeline as ga, findEffect as gi, getVariantContext as gn, percent as go, press as gr, removeItem as gs, usePresence as gt, unwrapMotionComponent as h, supportsLinearEasing as ha, animateValues as hi, copyBoxInto as hn, degrees as ho, getComputedStyle$2 as hr, moveItem as hs, useIsPresent as ht, startOptimizedAppearAnimation as i, supportsBrowserAnimation as ia, readStyleValue as ii, removePointDelta as in, mixVisibility as io, mapValue as ir, pipe as is, SwitchLayoutGroupContext as it, useWillChange as j, numberValueTypes as ja, camelToDash as ji, Feature as jn, frameData as jo, measureViewportBox as jr, createProjectionNode$1 as jt, useReducedMotionConfig as k, defaultValueTypes as ka, optimizedAppearDataAttribute as ki, scaleCorrectors as kn, isCSSVariableToken as ko, handOffElementState as kr, DocumentProjectionNode as kt, useInstantTransition as l, applyGeneratorOptions as la, resolveElements as li, calcRelativeAxisPosition as ln, hslaToRgba as lo, getOriginIndex as lr, isNumericalString as ls, MotionConfig as lt, useInstantLayoutTransition as m, cubicBezierAsString as ma, animateEffectSubject as mi, copyAxisInto as mn, hsla as mo, resize as mr, addUniqueItem as ms, AnimatePresence as mt, useInvertedScale as n, GroupAnimation as na, addStyleValue as ni, removeAxisTransforms as nn, mixObject as no, attachSpring as nr, SubscriptionManager as ns, animations as nt, transformViewBoxPoint as o, makeAnimationInstant as oa, styleSubjectEffect as oi, calcBoxDelta as on, mixLinearColor as oo, attachFollow as or, memo$1 as os, filterProps as ot, useResetProjection as p, supportedWaapiEasing as pa, addEffect as pi, copyAxisDeltaInto as pn, color as po, statsBuffer as pr, clamp as ps, DeprecatedLayoutGroupContext as pt, domMin as q, generateLinearEasing as qa, resolveTransition as qi, createAxis as qn, reverseEasing as qo, readSVGValue as qr, eachAxis as qt, useAnimatedState as r, AsyncMotionValueAnimation as ra, originProps as ri, removeBoxTransforms as rn, invisibleValues as ro, springValue as rr, progress as rs, m as rt, usePageInView as s, NativeAnimationExtended as sa, createEffect as si, calcLength as sn, mixNumber$1 as so, followValue as sr, isZeroValueString as ss, isValidMotionProp as st, namespace_exports as t, GroupAnimationWithThen as ta, buildTransform as ti, removeAxisDelta as tn, mixComplex as to, findValueType as tr, secondsToMilliseconds as ts, addPointerInfo as tt, useInView as u, isGenerator as ua, getValueAsType as ui, calcRelativeBox as un, analyseComplexValue as uo, stagger as ur, MotionGlobalConfig as us, LazyMotion as ut, useDragControls as v, supportsFlags as va, supportsPartialKeyframes as vi, createAnimationState as vn, px as vo, isElementTextInput as vr, useIsomorphicLayoutEffect as vs, PopChild as vt, animateMini as w, defaultTransformValue as wa, testValueType as wi, ObjectVisualElement as wn, alpha as wo, isDragging as wr, LayoutAnimationBuilder as wt, useAnimation as x, flushKeyframeResolvers as xa, DOMKeyframesResolver as xi, renderSVG as xn, hex as xo, hover as xr, LayoutGroupContext as xs, cancelSync as xt, useDomEvent as y, setStyle as ya, isWaapiSupportedEasing as yi, SVGVisualElement as yn, vh as yo, isPrimaryPointer as yr, isBrowser$2 as ys, useComposedRefs as yt, useMotionTemplate as z, defaultOffset$1 as za, resolveVariantFromProps as zi, updateMotionValuesFromProps as zn, easeOut as zo, translateAxis as zr, compareByDepth as zt };\n//# sourceMappingURL=chunk.C4BJMiCP.mjs.map","import { $ as distance2D, $a as getMixer, $i as getAnimationMap, $n as getViewAnimations, $o as velocityPerSecond, $r as buildSVGPath, $t as boxEqualsRounded, A as useReducedMotion, Aa as getDefaultValueType, Ai as optimizedAppearDataId, An as renderHTML, Ao as time, Ar as measurePageBox, At as cleanDirtyNodes, B as useMotionValue, Ba as fillOffset, Bi as getVariableValue, Bn as isControllingVariants, Bo as circIn, Br as has2DTranslate, Bt as addDomEvent, C as useAnimateMini, Ca as transformProps, Ci as findDimensionValueType, Cn as camelCaseAttributes, Co as rgba, Cr as isDragActive, Ct as animateLayout, D as createScopedAnimate, Da as fillWildcards, Di as animateTarget, Dn as isForcedMotionValue, Do as containsCSSVariable, Dr as propEffect, Dt as rootProjectionNode, E as animate, Ea as readTransformValue, Ei as animateVariant, En as scrapeMotionValuesFromProps, Eo as scale, Er as microtask, Et as HTMLProjectionNode, F as useAnimationFrame, Fa as getFinalKeyframe, Fi as setTarget, Fn as setFeatureDefinitions, Fo as isEasingArray, Fr as applyTreeDeltas, Ft as resolveMotionValue, G as scrollInfo, Ga as calcGeneratorDuration, Gi as getDefaultTransition, Gn as isAnimationControls, Go as backInOut, Gr as transformBoxPoints, Gt as correctBorderRadius, H as useElementScroll, Ha as inertia, Hi as arc, Hn as variantPriorityOrder, Ho as circOut, Hr as hasTransform, Ht as mixValues, I as useSpring, Ia as defaultEasing, Ii as isKeyframesTarget, In as initPrefersReducedMotion, Io as steps, Ir as scalePoint, It as delay, J as domMax, Ja as cancelFrame, Ji as MotionValue, Jn as createAxisDelta, Jo as mirrorEasing, Jr as svgEffect, Jt as aspectRatio, K as useMotionValueEvent, Ka as maxGeneratorDuration, Ki as getValueTransition, Kn as visualElementStore, Ko as backOut, Kr as addSVGValue, Kt as pixelsToPercent, L as useFollowValue, La as keyframes, Li as positionalKeys, Ln as hasReducedMotionListener, Lo as easeIn, Lr as transformAxis, Lt as delayInSeconds, M as WillChangeMotionValue, Ma as transformValueTypes, Mi as addValueToWillChange, Mn as DOMVisualElement, Mo as easingDefinitionToFunction, Mr as applyAxisDelta, Mt as propagateDirtyNodes, N as useVelocity, Na as JSAnimation, Ni as isWillChangeMotionValue, Nn as VisualElement, No as isBezierDefinition, Nr as applyBoxDelta, Nt as globalProjectionState, O as animationControls, Oa as getAnimatableNone, Oi as getOptimisedAppearId, On as addScaleCorrector, Oo as isCSSVariableName, Or as animateElement, Ot as nodeGroup, P as useTime, Pa as animateValue, Pi as isMotionValue, Pn as getFeatureDefinitions, Po as getEasingForSegment, Pr as applyPointDelta, Pt as NodeStack, Q as distance, Qa as mix, Qi as animationMapKey, Qn as animateView, Qo as warnOnce, Qr as buildSVGAttrs, Qt as boxEquals, R as useTransform, Ra as convertOffsetToTimes, Ri as resolveVariant, Rn as prefersReducedMotion, Ro as easeInOut, Rr as transformBox, Rt as FlatTree, S as useAnimationControls, Sa as transformPropOrder, Si as dimensionValueTypes, Sn as isSVGTag, So as rgbUnit, Sr as setDragLock, St as sync, T as useAnimate, Ta as parseValueFromTransform, Ti as animateVisualElement, Tn as HTMLVisualElement, To as number, Tr as cancelMicrotask, Tt as parseAnimateLayoutArgs, U as useScroll, Ua as spring, Ui as animateMotionValue, Un as variantProps, Uo as anticipate, Ur as convertBoundingBoxToBox, Ut as buildProjectionTransform, V as useViewportScroll, Va as interpolate, Vi as parseCSSVariable, Vn as isVariantNode, Vo as circInOut, Vr as hasScale, Vt as animateSingleValue, W as scroll, Wa as createGeneratorEasing, Wi as isTransitionDefined, Wn as isVariantLabel, Wo as backIn, Wr as convertBoxToBoundingBox, Wt as correctBoxShadow, X as useUnmountEffect, Xa as frameSteps, Xi as motionValue, Xn as createDelta, Xo as wrap, Xr as addAttrValue, Xt as axisEquals, Y as domAnimation, Ya as frame, Yi as collectMotionValues, Yn as createBox, Yo as cubicBezier, Yr as svgSubjectEffect, Yt as axisDeltaEquals, Z as motion, Za as createRenderBatcher, Zi as calcChildStagger, Zn as ViewTransitionBuilder, Zo as hasWarned, Zr as attrEffect, Zt as axisEqualsRounded, _ as DragControls, _a as supportsViewTimeline, _i as removeEffect, _n as checkVariantsDidChange, _o as progressPercentage, _r as isElementKeyboardAccessible, _s as PresenceContext, _t as PresenceChild, a as correctParentTransform, aa as acceleratedValues, ai as styleEffect, an as calcAxisDelta, ao as mixColor, ar as transformValue, as as noop, at as makeUseVisualState, b as usePresenceData, ba as KeyframeResolver, bi as applyPxDefaults, bn as scrapeMotionValuesFromProps$2, bo as vw, br as isNodeOrChild, bs as useConstant, bt as MotionConfigContext, c as disableInstantTransitions, ca as NativeAnimation, ci as MotionValueState, cn as calcRelativeAxis, co as mixImmediate, cr as transform, cs as isObject, ct as MotionContext, d as inView, da as startWaapiAnimation, di as isSVGElement, dn as calcRelativePosition, do as complex, dr as isSVGSVGElement, ds as invariant, dt as LayoutGroup, ea as NativeAnimationWrapper, ei as buildHTMLStyles, en as isDeltaZero, eo as mixArray, er as getViewAnimationLayerInfo, es as millisecondsToSeconds, et as addPointerEvent, f as useCycle, fa as mapEasingToNativeEasing, fi as isHTMLElement, fn as isNear, fo as hasComplexValues, fr as recordStats, fs as warning, ft as useForceUpdate, g as isMotionComponent, ga as supportsScrollTimeline, gi as findEffect, gn as getVariantContext, go as percent, gr as press, gs as removeItem, gt as usePresence, h as unwrapMotionComponent, ha as supportsLinearEasing, hi as animateValues, hn as copyBoxInto, ho as degrees, hr as getComputedStyle, hs as moveItem, ht as useIsPresent, i as startOptimizedAppearAnimation, ia as supportsBrowserAnimation, ii as readStyleValue, in as removePointDelta, io as mixVisibility, ir as mapValue, is as pipe, it as SwitchLayoutGroupContext, j as useWillChange, ja as numberValueTypes, ji as camelToDash, jn as Feature, jo as frameData, jr as measureViewportBox, jt as createProjectionNode, k as useReducedMotionConfig, ka as defaultValueTypes, ki as optimizedAppearDataAttribute, kn as scaleCorrectors, ko as isCSSVariableToken, kr as handOffElementState, kt as DocumentProjectionNode, l as useInstantTransition, la as applyGeneratorOptions, li as resolveElements, ln as calcRelativeAxisPosition, lo as hslaToRgba, lr as getOriginIndex, ls as isNumericalString, lt as MotionConfig, m as useInstantLayoutTransition, ma as cubicBezierAsString, mi as animateEffectSubject, mn as copyAxisInto, mo as hsla, mr as resize, ms as addUniqueItem, mt as AnimatePresence, n as useInvertedScale, na as GroupAnimation, ni as addStyleValue, nn as removeAxisTransforms, no as mixObject, nr as attachSpring, ns as SubscriptionManager, nt as animations, o as transformViewBoxPoint, oa as makeAnimationInstant, oi as styleSubjectEffect, on as calcBoxDelta, oo as mixLinearColor, or as attachFollow, os as memo, ot as filterProps, p as useResetProjection, pa as supportedWaapiEasing, pi as addEffect, pn as copyAxisDeltaInto, po as color, pr as statsBuffer, ps as clamp, pt as DeprecatedLayoutGroupContext, q as domMin, qa as generateLinearEasing, qi as resolveTransition, qn as createAxis, qo as reverseEasing, qr as readSVGValue, qt as eachAxis, r as useAnimatedState, ra as AsyncMotionValueAnimation, ri as originProps, rn as removeBoxTransforms, ro as invisibleValues, rr as springValue, rs as progress, rt as m, s as usePageInView, sa as NativeAnimationExtended, si as createEffect, sn as calcLength, so as mixNumber, sr as followValue, ss as isZeroValueString, st as isValidMotionProp, t as namespace_exports, ta as GroupAnimationWithThen, ti as buildTransform, tn as removeAxisDelta, to as mixComplex, tr as findValueType, ts as secondsToMilliseconds, tt as addPointerInfo, u as useInView, ua as isGenerator, ui as getValueAsType, un as calcRelativeBox, uo as analyseComplexValue, ur as stagger, us as MotionGlobalConfig, ut as LazyMotion, v as useDragControls, va as supportsFlags, vi as supportsPartialKeyframes, vn as createAnimationState, vo as px, vr as isElementTextInput, vs as useIsomorphicLayoutEffect, vt as PopChild, w as animateMini, wa as defaultTransformValue, wi as testValueType, wn as ObjectVisualElement, wo as alpha, wr as isDragging, wt as LayoutAnimationBuilder, x as useAnimation, xa as flushKeyframeResolvers, xi as DOMKeyframesResolver, xn as renderSVG, xo as hex, xr as hover, xs as LayoutGroupContext, xt as cancelSync, y as useDomEvent, ya as setStyle, yi as isWaapiSupportedEasing, yn as SVGVisualElement, yo as vh, yr as isPrimaryPointer, ys as isBrowser, yt as useComposedRefs, z as useMotionTemplate, za as defaultOffset, zi as resolveVariantFromProps, zn as updateMotionValuesFromProps, zo as easeOut, zr as translateAxis, zt as compareByDepth } from \"./chunk.C4BJMiCP.mjs\";\nimport * as React$1 from \"react\";\nimport { jsx } from \"react/jsx-runtime\";\n\n//#region ../../../node_modules/framer-motion/dist/es/components/AnimateSharedLayout.mjs\nlet id = 0;\nconst AnimateSharedLayout = ({ children }) => {\n\tReact$1.useEffect(() => {\n\t\tinvariant(false, \"AnimateSharedLayout is deprecated: https://www.framer.com/docs/guide-upgrade/##shared-layout-animations\");\n\t}, []);\n\treturn jsx(LayoutGroup, {\n\t\tid: useConstant(() => `asl-${id++}`),\n\t\tchildren\n\t});\n};\n\n//#endregion\nexport { AnimatePresence, AnimateSharedLayout, AsyncMotionValueAnimation, DOMKeyframesResolver, DOMVisualElement, DeprecatedLayoutGroupContext, DocumentProjectionNode, DragControls, Feature, FlatTree, GroupAnimation, GroupAnimationWithThen, HTMLProjectionNode, HTMLVisualElement, JSAnimation, KeyframeResolver, LayoutAnimationBuilder, LayoutGroup, LayoutGroupContext, LazyMotion, MotionConfig, MotionConfigContext, MotionContext, MotionGlobalConfig, MotionValue, MotionValueState, NativeAnimation, NativeAnimationExtended, NativeAnimationWrapper, NodeStack, ObjectVisualElement, PopChild, PresenceChild, PresenceContext, namespace_exports as Reorder, SVGVisualElement, SubscriptionManager, SwitchLayoutGroupContext, ViewTransitionBuilder, VisualElement, WillChangeMotionValue, acceleratedValues, addAttrValue, addDomEvent, addEffect, addPointerEvent, addPointerInfo, addSVGValue, addScaleCorrector, addStyleValue, addUniqueItem, addValueToWillChange, alpha, analyseComplexValue, animate, animateEffectSubject, animateElement, animateLayout, animateMini, animateMotionValue, animateSingleValue, animateTarget, animateValue, animateValues, animateVariant, animateView, animateVisualElement, animationControls, animationMapKey, animations, anticipate, applyAxisDelta, applyBoxDelta, applyGeneratorOptions, applyPointDelta, applyPxDefaults, applyTreeDeltas, arc, aspectRatio, attachFollow, attachSpring, attrEffect, axisDeltaEquals, axisEquals, axisEqualsRounded, backIn, backInOut, backOut, boxEquals, boxEqualsRounded, buildHTMLStyles, buildProjectionTransform, buildSVGAttrs, buildSVGPath, buildTransform, calcAxisDelta, calcBoxDelta, calcChildStagger, calcGeneratorDuration, calcLength, calcRelativeAxis, calcRelativeAxisPosition, calcRelativeBox, calcRelativePosition, camelCaseAttributes, camelToDash, cancelFrame, cancelMicrotask, cancelSync, checkVariantsDidChange, circIn, circInOut, circOut, clamp, cleanDirtyNodes, collectMotionValues, color, compareByDepth, complex, containsCSSVariable, convertBoundingBoxToBox, convertBoxToBoundingBox, convertOffsetToTimes, copyAxisDeltaInto, copyAxisInto, copyBoxInto, correctBorderRadius, correctBoxShadow, correctParentTransform, createAnimationState, createAxis, createAxisDelta, createBox, createDelta, createEffect, createGeneratorEasing, createProjectionNode, createRenderBatcher, createScopedAnimate, cubicBezier, cubicBezierAsString, defaultEasing, defaultOffset, defaultTransformValue, defaultValueTypes, degrees, delay, delayInSeconds, dimensionValueTypes, disableInstantTransitions, distance, distance2D, domAnimation, domMax, domMin, eachAxis, easeIn, easeInOut, easeOut, easingDefinitionToFunction, fillOffset, fillWildcards, filterProps, findDimensionValueType, findEffect, findValueType, flushKeyframeResolvers, followValue, frame, frameData, frameSteps, generateLinearEasing, getAnimatableNone, getAnimationMap, getComputedStyle, getDefaultTransition, getDefaultValueType, getEasingForSegment, getFeatureDefinitions, getFinalKeyframe, getMixer, getOptimisedAppearId, getOriginIndex, getValueAsType, getValueTransition, getVariableValue, getVariantContext, getViewAnimationLayerInfo, getViewAnimations, globalProjectionState, handOffElementState, has2DTranslate, hasComplexValues, hasReducedMotionListener, hasScale, hasTransform, hasWarned, hex, hover, hsla, hslaToRgba, inView, inertia, initPrefersReducedMotion, interpolate, invariant, invisibleValues, isAnimationControls, isBezierDefinition, isBrowser, isCSSVariableName, isCSSVariableToken, isControllingVariants, isDeltaZero, isDragActive, isDragging, isEasingArray, isElementKeyboardAccessible, isElementTextInput, isForcedMotionValue, isGenerator, isHTMLElement, isKeyframesTarget, isMotionComponent, isMotionValue, isNear, isNodeOrChild, isNumericalString, isObject, isPrimaryPointer, isSVGElement, isSVGSVGElement, isSVGTag, isTransitionDefined, isValidMotionProp, isVariantLabel, isVariantNode, isWaapiSupportedEasing, isWillChangeMotionValue, isZeroValueString, keyframes, m, makeAnimationInstant, makeUseVisualState, mapEasingToNativeEasing, mapValue, maxGeneratorDuration, measurePageBox, measureViewportBox, memo, microtask, millisecondsToSeconds, mirrorEasing, mix, mixArray, mixColor, mixComplex, mixImmediate, mixLinearColor, mixNumber, mixObject, mixValues, mixVisibility, motion, motionValue, moveItem, nodeGroup, noop, number, numberValueTypes, optimizedAppearDataAttribute, optimizedAppearDataId, originProps, parseAnimateLayoutArgs, parseCSSVariable, parseValueFromTransform, percent, pipe, pixelsToPercent, positionalKeys, prefersReducedMotion, press, progress, progressPercentage, propEffect, propagateDirtyNodes, px, readSVGValue, readStyleValue, readTransformValue, recordStats, removeAxisDelta, removeAxisTransforms, removeBoxTransforms, removeEffect, removeItem, removePointDelta, renderHTML, renderSVG, resize, resolveElements, resolveMotionValue, resolveTransition, resolveVariant, resolveVariantFromProps, reverseEasing, rgbUnit, rgba, rootProjectionNode, scale, scaleCorrectors, scalePoint, scrapeMotionValuesFromProps as scrapeHTMLMotionValuesFromProps, scrapeMotionValuesFromProps$2 as scrapeSVGMotionValuesFromProps, scroll, scrollInfo, secondsToMilliseconds, setDragLock, setFeatureDefinitions, setStyle, setTarget, spring, springValue, stagger, startOptimizedAppearAnimation, startWaapiAnimation, statsBuffer, steps, styleEffect, styleSubjectEffect, supportedWaapiEasing, supportsBrowserAnimation, supportsFlags, supportsLinearEasing, supportsPartialKeyframes, supportsScrollTimeline, supportsViewTimeline, svgEffect, svgSubjectEffect, sync, testValueType, time, transform, transformAxis, transformBox, transformBoxPoints, transformPropOrder, transformProps, transformValue, transformValueTypes, transformViewBoxPoint, translateAxis, unwrapMotionComponent, updateMotionValuesFromProps, useAnimate, useAnimateMini, useAnimation, useAnimationControls, useAnimationFrame, useComposedRefs, useCycle, useAnimatedState as useDeprecatedAnimatedState, useInvertedScale as useDeprecatedInvertedScale, useDomEvent, useDragControls, useElementScroll, useFollowValue, useForceUpdate, useInView, useInstantLayoutTransition, useInstantTransition, useIsPresent, useIsomorphicLayoutEffect, useMotionTemplate, useMotionValue, useMotionValueEvent, usePageInView, usePresence, usePresenceData, useReducedMotion, useReducedMotionConfig, useResetProjection, useScroll, useSpring, useTime, useTransform, useUnmountEffect, useVelocity, useViewportScroll, useWillChange, variantPriorityOrder, variantProps, velocityPerSecond, vh, visualElementStore, vw, warnOnce, warning, wrap };\n//# 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