{"version":3,"file":"FormInteractionFix.CulpNIts.mjs","names":["useRef","useCallback"],"sources":["https:/framerusercontent.com/modules/05lDpbfhSrvfTaeYNr0M/vSBDigBqVLWmhghwvENS/TravelInSpace_Prod.js","https:/framerusercontent.com/modules/ehTkHAiulY8cWaiPQbm9/5GVZti1YyQ60aRCMkNji/FormInteractionFix.js"],"sourcesContent":["import{jsx as _jsx}from\"react/jsx-runtime\";import{useEffect,useRef,useCallback}from\"react\";import{addPropertyControls,ControlType,RenderTarget}from\"framer\";// CSS variable token and color parsing (hex/rgba/var())\nconst cssVariableRegex=/var\\s*\\(\\s*(--[\\w-]+)(?:\\s*,\\s*((?:[^)(]+|\\((?:[^)(]+|\\([^)(]*\\))*\\))*))?\\s*\\)/;function extractDefaultValue(cssVar){if(!cssVar||!cssVar.startsWith(\"var(\"))return cssVar;const match=cssVariableRegex.exec(cssVar);if(!match)return cssVar;const fallback=(match[2]||\"\").trim();if(fallback.startsWith(\"var(\"))return extractDefaultValue(fallback);return fallback||cssVar;}function resolveTokenColor(input){if(typeof input!==\"string\")return input;if(!input.startsWith(\"var(\"))return input;return extractDefaultValue(input);}function parseColorToRgba(input){if(!input)return{r:1,g:1,b:1,a:1};const str=input.trim();// rgba(R,G,B,A)\nconst rgbaMatch=str.match(/rgba?\\(\\s*([\\d.]+)\\s*,\\s*([\\d.]+)\\s*,\\s*([\\d.]+)\\s*(?:,\\s*([\\d.]+)\\s*)?\\)/i);if(rgbaMatch){const r=Math.max(0,Math.min(255,parseFloat(rgbaMatch[1])))/255;const g=Math.max(0,Math.min(255,parseFloat(rgbaMatch[2])))/255;const b=Math.max(0,Math.min(255,parseFloat(rgbaMatch[3])))/255;const a=rgbaMatch[4]!==undefined?Math.max(0,Math.min(1,parseFloat(rgbaMatch[4]))):1;return{r,g,b,a};}// #RRGGBBAA or #RRGGBB\nconst hex=str.replace(/^#/,\"\");if(hex.length===8){const r=parseInt(hex.slice(0,2),16)/255;const g=parseInt(hex.slice(2,4),16)/255;const b=parseInt(hex.slice(4,6),16)/255;const a=parseInt(hex.slice(6,8),16)/255;return{r,g,b,a};}if(hex.length===6){const r=parseInt(hex.slice(0,2),16)/255;const g=parseInt(hex.slice(2,4),16)/255;const b=parseInt(hex.slice(4,6),16)/255;return{r,g,b,a:1};}if(hex.length===4){// #RGBA\nconst r=parseInt(hex[0]+hex[0],16)/255;const g=parseInt(hex[1]+hex[1],16)/255;const b=parseInt(hex[2]+hex[2],16)/255;const a=parseInt(hex[3]+hex[3],16)/255;return{r,g,b,a};}if(hex.length===3){// #RGB\nconst r=parseInt(hex[0]+hex[0],16)/255;const g=parseInt(hex[1]+hex[1],16)/255;const b=parseInt(hex[2]+hex[2],16)/255;return{r,g,b,a:1};}return{r:1,g:1,b:1,a:1};}// Prepare color palette from colors object\nfunction prepareColorPalette(colors,legacyColor){const palette=[];if(colors){const paletteCount=Math.max(1,Math.min(5,colors.paletteCount||1));const colorInputs=[colors.color1,colors.color2,colors.color3,colors.color4,colors.color5];for(let i=0;i<paletteCount;i++){const colorInput=colorInputs[i];if(colorInput){const resolved=resolveTokenColor(colorInput);const rgba=parseColorToRgba(resolved);// Convert to RGB string for canvas, preserve alpha separately\nconst r=Math.round(rgba.r*255);const g=Math.round(rgba.g*255);const b=Math.round(rgba.b*255);palette.push({color:`rgb(${r}, ${g}, ${b})`,alpha:rgba.a});}}}// Fallback to legacy color or default white\nif(palette.length===0){const fallbackColor=legacyColor||\"#FFFFFF\";const resolved=resolveTokenColor(fallbackColor);const rgba=parseColorToRgba(resolved);const r=Math.round(rgba.r*255);const g=Math.round(rgba.g*255);const b=Math.round(rgba.b*255);palette.push({color:`rgb(${r}, ${g}, ${b})`,alpha:rgba.a});}return palette;}/**\n * @framerSupportedLayoutWidth fixed\n * @framerSupportedLayoutHeight fixed\n * @framerIntrinsicWidth 800\n * @framerIntrinsicHeight 600\n * @framerDisableUnlink\n */export default function TravelInSpace({paused=false,star={count:150,speed:.5,thickness:2,opacity:.8,length:8,color:\"#FFFFFF\",centerThinning:.5,centerShortening:.5},innerRadius=50,outerRadius=300,backgroundColor=\"#000000\",colors={paletteCount:1,color1:\"#FFFFFF\"}}){// Destructure star properties for easier access\nconst{count:starCount=150,speed:starSpeed=.5,thickness:starThickness=2,opacity:starOpacity=.8,length:starLength=8,color:starColor=\"#FFFFFF\",centerThinning:centerThinning=.5,centerShortening:centerShortening=.5}=star;// Prepare color palette\nconst colorPalette=prepareColorPalette(colors,starColor);const canvasRef=useRef(null);const animationRef=useRef();const starsRef=useRef([]);const lastTimeRef=useRef(0);const lastSpawnTimeRef=useRef(0);const canvasSizeRef=useRef({width:0,height:0});const isVisibleRef=useRef(true);const containerRef=useRef(null);// Calculate optimal spawn rate based on system parameters\nconst getSpawnInterval=useCallback(()=>{// Balanced spawning to match paused state without being too aggressive\n// Base spawn rate - moderate speed to reach target\nconst baseSpawnRate=30// stars per second\n;// Scale with star count - higher counts need faster spawning\nconst countMultiplier=Math.max(1,starCount/200)// Less aggressive scaling\n;const adjustedSpawnRate=baseSpawnRate*countMultiplier;// Convert to spawn interval in milliseconds\nconst spawnInterval=1e3/adjustedSpawnRate;// Balanced spawning - not too fast, not too slow\nreturn Math.max(10,Math.min(50,spawnInterval));},[starCount]);// Create a single star\nconst createStar=useCallback((centerX,centerY)=>{// SPAWN VARIATIONS THAT CAUSE SPEED INCONSISTENCY:\n// Stars spawn at different distances and depths, creating different travel distances\n// Spawn stars in a ring around the outer edge to prevent center spawning\nconst theta=Math.random()*Math.PI*2;const minSpawnRadius=outerRadius*.9// Always spawn at least 120% of outer radius\n;const maxSpawnRadius=outerRadius*1.2// Up to 200% of outer radius\n;const spawnRadius=minSpawnRadius+Math.random()*(maxSpawnRadius-minSpawnRadius);const offsetX=spawnRadius*Math.cos(theta);const offsetY=spawnRadius*Math.sin(theta);const offsetZ=Math.random()*300-150// Small Z variation for depth\n;const baseZ=200+Math.random()*800// Z varies from 200 to 1000 (much larger range)\n;const x=centerX+offsetX;const y=centerY+offsetY;const z=baseZ+offsetZ;// STAR VELOCITY CALCULATION\n// Each star gets a random speed jitter for natural variation\nconst speedJitter=.7+Math.random()*.6// Random factor between 0.7-1.3\n;const baseSpeed=starSpeed*.1*speedJitter// Base 3D speed with jitter\n;// Calculate 3D direction vector from star position to center (0,0,0)\nconst dx=centerX-x// X distance to center\n;const dy=centerY-y// Y distance to center\n;const dz=0-z// Z distance to center (center is at z=0)\n;const distance3D=Math.sqrt(dx*dx+dy*dy+dz*dz);// CONSTANT VELOCITY: No perspective compensation - stars maintain constant 3D velocity\n// Randomize base opacity for more natural variation\nconst randomOpacity=starOpacity*(.6+Math.random()*.4);// Assign color from palette with equal distribution\nconst colorIndex=Math.floor(Math.random()*colorPalette.length);const colorData=colorPalette[colorIndex];// Calculate spawn size based on actual spawn radius (not distance from center)\n// Stars that spawn further out (larger spawnRadius) should be smaller initially\nconst spawnDistanceFactor=Math.max(.3,Math.min(1.2,1-(spawnRadius-minSpawnRadius)/(maxSpawnRadius-minSpawnRadius)));// Stars that spawn further out should be smaller initially\nconst baseSize=starThickness*(.5+Math.random()*1.5);const spawnSize=baseSize*spawnDistanceFactor;// Calculate fade-in distance based on star speed - faster stars need more distance to fade in\nconst fadeInDistance=Math.max(50,baseSpeed*100)// Scale with speed, minimum 50px\n;return{x,y,z,// 3D velocity components: normalized direction * speed (constant velocity)\nvx:dx/distance3D*baseSpeed,vy:dy/distance3D*baseSpeed,vz:dz/distance3D*baseSpeed,opacity:0,baseOpacity:randomOpacity,size:spawnSize,age:0,maxAge:Math.random()*10+15,fadeInProgress:0,fadeInSpeed:1,color:colorData.color,colorAlpha:colorData.alpha,colorIndex:colorIndex,spawnX:x,spawnY:y,fadeInDistance:fadeInDistance};},[starSpeed,starThickness,starOpacity,outerRadius,colorPalette]);// Initialize stars - start with empty canvas for smooth buildup\nconst initStars=useCallback((width,height)=>{// Start with empty star array - stars will spawn gradually\nstarsRef.current=[];canvasSizeRef.current={width,height};// Reset spawn timer to start spawning immediately\nlastSpawnTimeRef.current=0;// Check if we're in Canvas mode and preview is off\nconst isCanvas=RenderTarget.current()===RenderTarget.canvas;const isPaused=!paused&&isCanvas;const centerX=width/2;const centerY=height/2;if(isPaused){// If paused, create a full distributed starfield immediately\nfor(let i=0;i<starCount;i++){const newStar=createStar(centerX,centerY);// Simulate different travel distances for natural distribution\nconst travelProgress=Math.random();const maxTravelDistance=Math.sqrt((centerX-newStar.x)**2+(centerY-newStar.y)**2);const travelDistance=maxTravelDistance*travelProgress;// Move star along its trajectory\nconst directionX=newStar.vx/Math.sqrt(newStar.vx**2+newStar.vy**2);const directionY=newStar.vy/Math.sqrt(newStar.vx**2+newStar.vy**2);newStar.x=newStar.spawnX+directionX*travelDistance;newStar.y=newStar.spawnY+directionY*travelDistance;// Set fade-in based on distance traveled\nconst distanceTraveled=Math.sqrt((newStar.x-newStar.spawnX)**2+(newStar.y-newStar.spawnY)**2);newStar.fadeInProgress=Math.min(1,distanceTraveled/newStar.fadeInDistance);newStar.age=travelProgress*newStar.maxAge;starsRef.current.push(newStar);}}else{// Normal initialization - pre-spawn some stars to get started\nconst initialStars=Math.min(starCount*.4,Math.max(30,starCount*.3))// 30-40% of target, min 30\n;for(let i=0;i<initialStars;i++){const newStar=createStar(centerX,centerY);starsRef.current.push(newStar);}}},[starCount,createStar,paused]);// Update and render stars\nconst updateAndRender=useCallback((ctx,width,height,deltaTime,currentTime)=>{const centerX=width/2;const centerY=height/2;// Clear canvas completely first\nctx.clearRect(0,0,width,height);// Draw background color with opacity support\nconst bgRgba=parseColorToRgba(backgroundColor);const bgR=Math.round(bgRgba.r*255);const bgG=Math.round(bgRgba.g*255);const bgB=Math.round(bgRgba.b*255);ctx.fillStyle=`rgba(${bgR}, ${bgG}, ${bgB}, ${bgRgba.a})`;ctx.fillRect(0,0,width,height);// Pre-calculate frequently used values - lower perspective for more dramatic effect\nconst perspective=600;const fadeOutStartDistance=innerRadius*2.5// Start fading much earlier\n;const fadeOutEndDistance=innerRadius*1// Fade to center\n;const fadeOutRange=fadeOutStartDistance-fadeOutEndDistance;const viewportCenterX=centerX;const viewportCenterY=centerY;const maxAngularDistance=Math.sqrt((width/2)**2+(height/2)**2);const deltaTimeSeconds=deltaTime*.001;const stars=starsRef.current;// Update existing stars and remove dead ones\nfor(let i=stars.length-1;i>=0;i--){const star=stars[i];star.age+=deltaTimeSeconds;// Update 3D position with perspective-compensated x/y to stabilize on-screen speed\nconst perspectiveScalePre=perspective/(perspective+star.z);const compensation=1/perspectiveScalePre;star.x+=star.vx*deltaTime*compensation;star.y+=star.vy*deltaTime*compensation;star.z+=star.vz*deltaTime;// OPTIMIZED PERSPECTIVE PROJECTION:\n// Cache perspective calculation and use fast division\nconst perspectiveScale=perspective/(perspective+star.z);const screenX=centerX+(star.x-centerX)*perspectiveScale;const screenY=centerY+(star.y-centerY)*perspectiveScale;// Fast distance calculation using cached values\nconst dx=star.x-centerX;const dy=star.y-centerY;const distanceFromCenter=Math.sqrt(dx*dx+dy*dy);// Check if star should be removed (hard boundaries)\n// For perspective-compensated movement, check world-space distance from center\nconst worldDistanceFromCenter=Math.sqrt(dx*dx+dy*dy);const shouldRemove=star.z<50||star.age>star.maxAge||worldDistanceFromCenter<innerRadius*.8// Remove when close to center in world space\n;if(shouldRemove){stars.splice(i,1);continue;}// Update fade-in progress based on distance traveled from spawn point\nif(star.fadeInProgress<1){const distanceTraveled=Math.sqrt((star.x-star.spawnX)**2+(star.y-star.spawnY)**2);star.fadeInProgress=Math.min(1,distanceTraveled/star.fadeInDistance);}// OPTIMIZED opacity calculation using cached values\nlet positionOpacity=1;if(distanceFromCenter<fadeOutStartDistance){// Use cached fadeOutRange for faster calculation\nconst fadeOutProgress=Math.max(0,(distanceFromCenter-fadeOutEndDistance)/fadeOutRange);positionOpacity=Math.sqrt(fadeOutProgress)// Faster than Math.pow(x, 0.5)\n;}// Apply both fade-in and position-based opacity, then multiply by color alpha\nstar.opacity=star.baseOpacity*star.fadeInProgress*positionOpacity*star.colorAlpha;// Only render if star has some opacity\nif(star.opacity>.01){// OPTIMIZED: Reuse perspective scale from earlier calculation\nconst currentSize=star.size*perspectiveScale;const currentOpacity=star.opacity;// Only render if star is visible and large enough\nif(currentOpacity>.05&&currentSize>.3){// OPTIMIZED perspective-based star length calculation\n// Reuse screen coordinates and cached maxAngularDistance\nconst angularDistanceFromCenter=Math.sqrt((screenX-viewportCenterX)**2+(screenY-viewportCenterY)**2);// Fast normalization using pre-calculated max distance\nconst normalizedAngularDistance=Math.min(1,angularDistanceFromCenter/maxAngularDistance);// Apply perspective shortening and center shortening\nconst perspectiveFactor=.3+normalizedAngularDistance*.7;const centerShorteningFactor=Math.max(.2,Math.min(1,distanceFromCenter/outerRadius));const shorteningFactor=1-centerShortening+centerShorteningFactor*centerShortening;const streakLength=Math.max(2,starLength*perspectiveFactor*shorteningFactor);// OPTIMIZED direction calculation\nconst directionLength=Math.sqrt(star.vx*star.vx+star.vy*star.vy);if(directionLength>0&&streakLength>1){// Fast normalize without intermediate variables\nconst invDirLength=1/directionLength;const normalizedX=star.vx*invDirLength;const normalizedY=star.vy*invDirLength;// Calculate streak endpoints\nconst streakOffset=streakLength*.3;const startX=screenX-normalizedX*streakOffset;const startY=screenY-normalizedY*streakOffset;const endX=screenX+normalizedX*streakLength;const endY=screenY+normalizedY*streakLength;// OPTIMIZED thickness calculation using cached distance and centerThinning control\nconst thicknessFactor=Math.max(.2,Math.min(1,distanceFromCenter/outerRadius));const lineWidth=Math.max(.2,starThickness*(1-centerThinning+thicknessFactor*centerThinning));// Apply thickness-based opacity reduction\nconst thicknessOpacityFactor=Math.max(.3,thicknessFactor);star.opacity*=thicknessOpacityFactor;// OPTIMIZED canvas operations - set properties once\nctx.lineWidth=lineWidth;ctx.lineCap=\"round\";// Use the star's assigned color with the calculated opacity (already includes color alpha)\nconst baseColor=star.color.replace(\"rgb(\",\"\").replace(\")\",\"\");ctx.strokeStyle=`rgba(${baseColor}, ${currentOpacity})`;// Draw the streak\nctx.beginPath();ctx.moveTo(startX,startY);ctx.lineTo(endX,endY);ctx.stroke();}}}}// Spawn new stars continuously using calculated optimal rate\nconst spawnInterval=getSpawnInterval();// Spawn multiple stars if we're far below target count\nconst starsNeeded=starCount-stars.length;if(starsNeeded>0){const timeSinceLastSpawn=currentTime-lastSpawnTimeRef.current;if(timeSinceLastSpawn>spawnInterval){// Spawn a moderate number of stars to reach target at a good pace\nconst baseSpawnCount=Math.min(8,Math.max(2,Math.floor(starCount/100)))// More balanced\n;const starsToSpawn=Math.min(baseSpawnCount,starsNeeded);for(let i=0;i<starsToSpawn;i++){const newStar=createStar(centerX,centerY);stars.push(newStar);}lastSpawnTimeRef.current=currentTime;}}starsRef.current=stars;},[backgroundColor,innerRadius,starCount,createStar,getSpawnInterval,starOpacity,starThickness,starLength,outerRadius]);// Animation loop\nconst animate=useCallback(currentTime=>{const canvas=canvasRef.current;if(!canvas)return;const ctx=canvas.getContext(\"2d\");if(!ctx)return;// Check if we're in Canvas mode and preview is off\nconst isCanvas=RenderTarget.current()===RenderTarget.canvas;const isPaused=!paused&&isCanvas;// Skip animation if not visible on screen (performance optimization)\nif(!isVisibleRef.current){animationRef.current=requestAnimationFrame(animate);return;}// If paused in Canvas mode, ensure we have stars and render them statically\nif(isPaused){// Ensure we have stars to render\nif(starsRef.current.length===0){const centerX=canvas.width/2;const centerY=canvas.height/2;// Create a distributed starfield for the paused state\nfor(let i=0;i<starCount;i++){const newStar=createStar(centerX,centerY);// Simulate different travel distances for natural distribution\nconst travelProgress=Math.random();const maxTravelDistance=Math.sqrt((centerX-newStar.x)**2+(centerY-newStar.y)**2);const travelDistance=maxTravelDistance*travelProgress;// Move star along its trajectory\nconst directionX=newStar.vx/Math.sqrt(newStar.vx**2+newStar.vy**2);const directionY=newStar.vy/Math.sqrt(newStar.vx**2+newStar.vy**2);newStar.x=newStar.spawnX+directionX*travelDistance;newStar.y=newStar.spawnY+directionY*travelDistance;// Set fade-in based on distance traveled\nconst distanceTraveled=Math.sqrt((newStar.x-newStar.spawnX)**2+(newStar.y-newStar.spawnY)**2);newStar.fadeInProgress=Math.min(1,distanceTraveled/newStar.fadeInDistance);newStar.age=travelProgress*newStar.maxAge;starsRef.current.push(newStar);}}// Render stars without updating them (deltaTime = 0)\nupdateAndRender(ctx,canvas.width,canvas.height,0,currentTime);}else{// Normal animation when not paused\nconst deltaTime=currentTime-lastTimeRef.current;lastTimeRef.current=currentTime;updateAndRender(ctx,canvas.width,canvas.height,deltaTime,currentTime);}// Always continue the animation loop\nanimationRef.current=requestAnimationFrame(animate);},[paused,updateAndRender,starCount,createStar]);// Handle resize\nconst handleResize=useCallback(()=>{const canvas=canvasRef.current;if(!canvas)return;const container=canvas.parentElement;if(!container)return;// Use clientWidth/clientHeight for more reliable sizing in Framer Canvas\nconst width=Math.max(container.clientWidth,2);const height=Math.max(container.clientHeight,2);// Set canvas dimensions to match container exactly\ncanvas.width=width;canvas.height=height;canvas.style.width=`${width}px`;canvas.style.height=`${height}px`;initStars(width,height);},[initStars]);useEffect(()=>{const canvas=canvasRef.current;const container=containerRef.current;if(!canvas||!container)return;const ctx=canvas.getContext(\"2d\");if(!ctx)return;// Set up canvas\nctx.imageSmoothingEnabled=false;ctx.lineCap=\"round\";ctx.lineJoin=\"round\";// Enable alpha blending for proper transparency\nctx.globalCompositeOperation=\"source-over\";handleResize();// Set up Intersection Observer for visibility optimization\nconst intersectionObserver=new IntersectionObserver(entries=>{const entry=entries[0];isVisibleRef.current=entry.isIntersecting;},{rootMargin:\"100px\",threshold:0});intersectionObserver.observe(container);// Start animation\nanimationRef.current=requestAnimationFrame(animate);// Handle resize\nconst resizeObserver=new ResizeObserver(handleResize);resizeObserver.observe(canvas.parentElement);// CRITICAL: Canvas mode specific handling\nif(RenderTarget.current()===RenderTarget.canvas){setTimeout(handleResize,50);setTimeout(handleResize,150);}return()=>{if(animationRef.current){cancelAnimationFrame(animationRef.current);}resizeObserver.disconnect();intersectionObserver.disconnect();};},[handleResize,animate]);return /*#__PURE__*/_jsx(\"div\",{ref:containerRef,style:{width:\"100%\",height:\"100%\",position:\"relative\",overflow:\"hidden\"},children:/*#__PURE__*/_jsx(\"canvas\",{ref:canvasRef,style:{width:\"100%\",height:\"100%\",display:\"block\",position:\"absolute\",top:0,left:0,background:\"transparent\"}})});}TravelInSpace.defaultProps={paused:false,star:{count:150,speed:.5,thickness:2,opacity:.8,length:8,color:\"#FFFFFF\",centerThinning:.5,centerShortening:.5},innerRadius:50,outerRadius:300,backgroundColor:\"#000000\",colors:{paletteCount:1,color1:\"#FFFFFF\"}};addPropertyControls(TravelInSpace,{paused:{type:ControlType.Boolean,title:\"Preview\",defaultValue:true,enabledTitle:\"Yes\",disabledTitle:\"No\"},star:{type:ControlType.Object,title:\"Stars\",controls:{count:{type:ControlType.Number,title:\"Count\",min:10,max:1e3,step:10,defaultValue:500},speed:{type:ControlType.Number,title:\"Speed\",min:.1,max:10,step:.1,defaultValue:.5},thickness:{type:ControlType.Number,title:\"Thickness\",min:1,max:10,step:1,defaultValue:2},opacity:{type:ControlType.Number,title:\"Opacity\",min:.1,max:1,step:.1,defaultValue:.8},length:{type:ControlType.Number,title:\"Length\",min:1,max:100,step:5,defaultValue:8},centerThinning:{type:ControlType.Number,title:\"Thinning\",min:0,max:1,step:.1,defaultValue:.5},centerShortening:{type:ControlType.Number,title:\"Shortening\",min:0,max:1,step:.1,defaultValue:.5}}},innerRadius:{type:ControlType.Number,title:\"Radius in\",min:10,max:500,step:5,defaultValue:50,unit:\"px\"},outerRadius:{type:ControlType.Number,title:\"Radius out\",min:500,max:1500,step:100,defaultValue:1e3,unit:\"px\"},backgroundColor:{type:ControlType.Color,title:\"Background\",defaultValue:\"#000000\"},colors:{type:ControlType.Object,title:\"Colors\",description:\"More components at [Framer University](https://frameruni.link/cc).\",controls:{paletteCount:{type:ControlType.Number,title:\"Palette Size\",min:1,max:5,step:1,defaultValue:1},color1:{type:ControlType.Color,title:\"Color 1\",defaultValue:\"#FFFFFF\"},color2:{type:ControlType.Color,title:\"Color 2\",defaultValue:\"#FF6B6B\",hidden:props=>(props?.paletteCount??1)<2},color3:{type:ControlType.Color,title:\"Color 3\",defaultValue:\"#4ECDC4\",hidden:props=>(props?.paletteCount??1)<3},color4:{type:ControlType.Color,title:\"Color 4\",defaultValue:\"#45B7D1\",hidden:props=>(props?.paletteCount??1)<4},color5:{type:ControlType.Color,title:\"Color 5\",defaultValue:\"#96CEB4\",hidden:props=>(props?.paletteCount??1)<5}}}});TravelInSpace.displayName=\"Travel In Space\";\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"TravelInSpace\",\"slots\":[],\"annotations\":{\"framerIntrinsicWidth\":\"800\",\"framerDisableUnlink\":\"\",\"framerContractVersion\":\"1\",\"framerSupportedLayoutWidth\":\"fixed\",\"framerIntrinsicHeight\":\"600\",\"framerSupportedLayoutHeight\":\"fixed\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./TravelInSpace_Prod.map","// User request: Create FormInteractionFix.tsx Framer overrides only using React forwardRef preserving ALL existing props/events/ref. exports withInteractiveForm sets style {...props.style,pointerEvents:'auto',position:'relative',zIndex:2}; withSubmitButton sets type='submit', style pointerEventsauto cursorpointer; withNonInteractiveBackground sets style pointerEventsnone. Do not add event interception or backend requests. Native Framer forms must retain original submit handling. No DOM global mutation. Return override IDs. Purpose prevent decorative layers hit testing and explicit native submit semantics. only new file.\nimport{jsx as _jsx}from\"react/jsx-runtime\";import{forwardRef}from\"react\";export function withInteractiveForm(Component){return /*#__PURE__*/forwardRef((props,ref)=>{return /*#__PURE__*/_jsx(Component,{ref:ref,...props,style:{...props.style,pointerEvents:\"auto\",position:\"relative\",zIndex:2}});});}export function withSubmitButton(Component){return /*#__PURE__*/forwardRef((props,ref)=>{return /*#__PURE__*/_jsx(Component,{ref:ref,...props,type:\"submit\",style:{...props.style,pointerEvents:\"auto\",cursor:\"pointer\"}});});}export function withNonInteractiveBackground(Component){return /*#__PURE__*/forwardRef((props,ref)=>{return /*#__PURE__*/_jsx(Component,{ref:ref,...props,style:{...props.style,pointerEvents:\"none\"}});});}\nexport const __FramerMetadata__ = {\"exports\":{\"withSubmitButton\":{\"type\":\"reactHoc\",\"name\":\"withSubmitButton\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withInteractiveForm\":{\"type\":\"reactHoc\",\"name\":\"withInteractiveForm\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withNonInteractiveBackground\":{\"type\":\"reactHoc\",\"name\":\"withNonInteractiveBackground\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# 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