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{"ast":null,"code":"import _objectSpread from \"/Users/apple/Documents/cursor/Web\\u8BFE\\u4EF6/AI\\u8BFE/education_web_\\u591AAgent\\u534F\\u4F5C\\u7CFB\\u7EDF/node_modules/@babel/runtime/helpers/esm/objectSpread2.js\";\nimport _objectWithoutProperties from \"/Users/apple/Documents/cursor/Web\\u8BFE\\u4EF6/AI\\u8BFE/education_web_\\u591AAgent\\u534F\\u4F5C\\u7CFB\\u7EDF/node_modules/@babel/runtime/helpers/esm/objectWithoutProperties.js\";\nconst _excluded = [\"transition\", \"transitionEnd\"];\nimport { animateVisualElement } from '../../animation/interfaces/visual-element.mjs';\nimport { isAnimationControls } from '../../animation/utils/is-animation-controls.mjs';\nimport { isKeyframesTarget } from '../../animation/utils/is-keyframes-target.mjs';\nimport { shallowCompare } from '../../utils/shallow-compare.mjs';\nimport { getVariantContext } from './get-variant-context.mjs';\nimport { isVariantLabel } from './is-variant-label.mjs';\nimport { resolveVariant } from './resolve-dynamic-variants.mjs';\nimport { variantPriorityOrder } from './variant-props.mjs';\nconst reversePriorityOrder = [...variantPriorityOrder].reverse();\nconst numAnimationTypes = variantPriorityOrder.length;\nfunction animateList(visualElement) {\n return animations => Promise.all(animations.map(_ref => {\n let {\n animation,\n options\n } = _ref;\n return animateVisualElement(visualElement, animation, options);\n }));\n}\nfunction createAnimationState(visualElement) {\n let animate = animateList(visualElement);\n let state = createState();\n let isInitialRender = true;\n /**\n * This function will be used to reduce the animation definitions for\n * each active animation type into an object of resolved values for it.\n */\n const buildResolvedTypeValues = type => (acc, definition) => {\n var _visualElement$presen;\n const resolved = resolveVariant(visualElement, definition, type === \"exit\" ? (_visualElement$presen = visualElement.presenceContext) === null || _visualElement$presen === void 0 ? void 0 : _visualElement$presen.custom : undefined);\n if (resolved) {\n const {\n transition,\n transitionEnd\n } = resolved,\n target = _objectWithoutProperties(resolved, _excluded);\n acc = _objectSpread(_objectSpread(_objectSpread({}, acc), target), transitionEnd);\n }\n return acc;\n };\n /**\n * This just allows us to inject mocked animation functions\n * @internal\n */\n function setAnimateFunction(makeAnimator) {\n animate = makeAnimator(visualElement);\n }\n /**\n * When we receive new props, we need to:\n * 1. Create a list of protected keys for each type. This is a directory of\n * value keys that are currently being \"handled\" by types of a higher priority\n * so that whenever an animation is played of a given type, these values are\n * protected from being animated.\n * 2. Determine if an animation type needs animating.\n * 3. Determine if any values have been removed from a type and figure out\n * what to animate those to.\n */\n function animateChanges(changedActiveType) {\n const {\n props\n } = visualElement;\n const context = getVariantContext(visualElement.parent) || {};\n /**\n * A list of animations that we'll build into as we iterate through the animation\n * types. This will get executed at the end of the function.\n */\n const animations = [];\n /**\n * Keep track of which values have been removed. Then, as we hit lower priority\n * animation types, we can check if they contain removed values and animate to that.\n */\n const removedKeys = new Set();\n /**\n * A dictionary of all encountered keys. This is an object to let us build into and\n * copy it without iteration. Each time we hit an animation type we set its protected\n * keys - the keys its not allowed to animate - to the latest version of this object.\n */\n let encounteredKeys = {};\n /**\n * If a variant has been removed at a given index, and this component is contr
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