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174
node_modules/flickity/js/animate.js
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174
node_modules/flickity/js/animate.js
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// animate
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( function( window, factory ) {
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// universal module definition
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if ( typeof module == 'object' && module.exports ) {
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// CommonJS
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module.exports = factory( require('fizzy-ui-utils') );
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} else {
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// browser global
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window.Flickity = window.Flickity || {};
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window.Flickity.animatePrototype = factory( window.fizzyUIUtils );
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}
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}( typeof window != 'undefined' ? window : this, function factory( utils ) {
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// -------------------------- animate -------------------------- //
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let proto = {};
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proto.startAnimation = function() {
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if ( this.isAnimating ) return;
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this.isAnimating = true;
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this.restingFrames = 0;
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this.animate();
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};
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proto.animate = function() {
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this.applyDragForce();
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this.applySelectedAttraction();
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let previousX = this.x;
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this.integratePhysics();
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this.positionSlider();
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this.settle( previousX );
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// animate next frame
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if ( this.isAnimating ) requestAnimationFrame( () => this.animate() );
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};
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proto.positionSlider = function() {
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let x = this.x;
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// wrap position around
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if ( this.isWrapping ) {
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x = utils.modulo( x, this.slideableWidth ) - this.slideableWidth;
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this.shiftWrapCells( x );
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}
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this.setTranslateX( x, this.isAnimating );
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this.dispatchScrollEvent();
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};
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proto.setTranslateX = function( x, is3d ) {
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x += this.cursorPosition;
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// reverse if right-to-left and using transform
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if ( this.options.rightToLeft ) x = -x;
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let translateX = this.getPositionValue( x );
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// use 3D transforms for hardware acceleration on iOS
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// but use 2D when settled, for better font-rendering
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this.slider.style.transform = is3d ?
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`translate3d(${translateX},0,0)` : `translateX(${translateX})`;
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};
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proto.dispatchScrollEvent = function() {
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let firstSlide = this.slides[0];
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if ( !firstSlide ) return;
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let positionX = -this.x - firstSlide.target;
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let progress = positionX / this.slidesWidth;
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this.dispatchEvent( 'scroll', null, [ progress, positionX ] );
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};
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proto.positionSliderAtSelected = function() {
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if ( !this.cells.length ) return;
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this.x = -this.selectedSlide.target;
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this.velocity = 0; // stop wobble
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this.positionSlider();
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};
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proto.getPositionValue = function( position ) {
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if ( this.options.percentPosition ) {
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// percent position, round to 2 digits, like 12.34%
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return ( Math.round( ( position / this.size.innerWidth ) * 10000 ) * 0.01 ) + '%';
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} else {
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// pixel positioning
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return Math.round( position ) + 'px';
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}
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};
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proto.settle = function( previousX ) {
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// keep track of frames where x hasn't moved
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let isResting = !this.isPointerDown &&
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Math.round( this.x * 100 ) === Math.round( previousX * 100 );
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if ( isResting ) this.restingFrames++;
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// stop animating if resting for 3 or more frames
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if ( this.restingFrames > 2 ) {
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this.isAnimating = false;
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delete this.isFreeScrolling;
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// render position with translateX when settled
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this.positionSlider();
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this.dispatchEvent( 'settle', null, [ this.selectedIndex ] );
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}
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};
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proto.shiftWrapCells = function( x ) {
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// shift before cells
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let beforeGap = this.cursorPosition + x;
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this._shiftCells( this.beforeShiftCells, beforeGap, -1 );
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// shift after cells
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let afterGap = this.size.innerWidth - ( x + this.slideableWidth + this.cursorPosition );
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this._shiftCells( this.afterShiftCells, afterGap, 1 );
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};
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proto._shiftCells = function( cells, gap, shift ) {
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cells.forEach( ( cell ) => {
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let cellShift = gap > 0 ? shift : 0;
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this._wrapShiftCell( cell, cellShift );
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gap -= cell.size.outerWidth;
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} );
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};
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proto._unshiftCells = function( cells ) {
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if ( !cells || !cells.length ) return;
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cells.forEach( ( cell ) => this._wrapShiftCell( cell, 0 ) );
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};
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// @param {Integer} shift - 0, 1, or -1
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proto._wrapShiftCell = function( cell, shift ) {
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this._renderCellPosition( cell, cell.x + this.slideableWidth * shift );
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};
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// -------------------------- physics -------------------------- //
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proto.integratePhysics = function() {
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this.x += this.velocity;
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this.velocity *= this.getFrictionFactor();
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};
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proto.applyForce = function( force ) {
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this.velocity += force;
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};
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proto.getFrictionFactor = function() {
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return 1 - this.options[ this.isFreeScrolling ? 'freeScrollFriction' : 'friction' ];
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};
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proto.getRestingPosition = function() {
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// my thanks to Steven Wittens, who simplified this math greatly
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return this.x + this.velocity / ( 1 - this.getFrictionFactor() );
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};
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proto.applyDragForce = function() {
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if ( !this.isDraggable || !this.isPointerDown ) return;
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// change the position to drag position by applying force
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let dragVelocity = this.dragX - this.x;
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let dragForce = dragVelocity - this.velocity;
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this.applyForce( dragForce );
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};
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proto.applySelectedAttraction = function() {
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// do not attract if pointer down or no slides
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let dragDown = this.isDraggable && this.isPointerDown;
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if ( dragDown || this.isFreeScrolling || !this.slides.length ) return;
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let distance = this.selectedSlide.target * -1 - this.x;
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let force = distance * this.options.selectedAttraction;
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this.applyForce( force );
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};
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return proto;
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} ) );
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