/** 
based on framer-motion@4.1.1,
Copyright (c) 2018 Framer B.V.
*/
import {fixed} from '../utils/fix-process-env';
import { __spreadArray, __read } from 'tslib';
import sync, { cancelSync } from 'framesync';
import { pipe } from 'popmotion';
import { Presence } from '../components/AnimateSharedLayout/types.js';
import { eachAxis } from '../utils/each-axis.js';
import { axisBox } from '../utils/geometry/index.js';
import { removeBoxTransforms, applyBoxTransforms } from '../utils/geometry/delta-apply.js';
import { calcRelativeBox, updateBoxDelta } from '../utils/geometry/delta-calc.js';
import { motionValue } from '../value/index.js';
import { isMotionValue } from '../value/utils/is-motion-value.js';
import { buildLayoutProjectionTransform } from './html/utils/build-projection-transform.js';
import { variantPriorityOrder } from './utils/animation-state.js';
import { createLifecycles } from './utils/lifecycles.js';
import { updateMotionValuesFromProps } from './utils/motion-values.js';
import { updateLayoutDeltas } from './utils/projection.js';
import { createLayoutState, createProjectionState } from './utils/state.js';
import { FlatTree } from './utils/flat-tree.js';
import { checkIfControllingVariants, checkIfVariantNode, isVariantLabel } from './utils/variants.js';
import { setCurrentViewportBox } from './dom/projection/relative-set.js';
import { isDraggable } from './utils/is-draggable.js';

var visualElement = function (_a) {
    var _b = _a.treeType, treeType = _b === void 0 ? "" : _b, build = _a.build, getBaseTarget = _a.getBaseTarget, makeTargetAnimatable = _a.makeTargetAnimatable, measureViewportBox = _a.measureViewportBox, renderInstance = _a.render, readValueFromInstance = _a.readValueFromInstance, resetTransform = _a.resetTransform, restoreTransform = _a.restoreTransform, removeValueFromRenderState = _a.removeValueFromRenderState, sortNodePosition = _a.sortNodePosition, scrapeMotionValuesFromProps = _a.scrapeMotionValuesFromProps;
    return function (_a, options) {
        var parent = _a.parent, props = _a.props, presenceId = _a.presenceId, blockInitialAnimation = _a.blockInitialAnimation, visualState = _a.visualState;
        if (options === void 0) { options = {}; }
        var latestValues = visualState.latestValues, renderState = visualState.renderState;
        /**
         * The instance of the render-specific node that will be hydrated by the
         * exposed React ref. So for example, this visual element can host a
         * HTMLElement, plain object, or Three.js object. The functions provided
         * in VisualElementConfig allow us to interface with this instance.
         */
        var instance;
        /**
         * Manages the subscriptions for a visual element's lifecycle, for instance
         * onRender and onViewportBoxUpdate.
         */
        var lifecycles = createLifecycles();
        /**
         *
         */
        var projection = createProjectionState();
        /**
         * A reference to the nearest projecting parent. This is either
         * undefined if we haven't looked for the nearest projecting parent,
         * false if there is no parent performing layout projection, or a reference
         * to the projecting parent.
         */
        var projectionParent;
        /**
         * This is a reference to the visual state of the "lead" visual element.
         * Usually, this will be this visual element. But if it shares a layoutId
         * with other visual elements, only one of them will be designated lead by
         * AnimateSharedLayout. All the other visual elements will take on the visual
         * appearance of the lead while they crossfade to it.
         */
        var leadProjection = projection;
        var leadLatestValues = latestValues;
        var unsubscribeFromLeadVisualElement;
        /**
         * The latest layout measurements and calculated projections. This
         * is seperate from the target projection data in visualState as
         * many visual elements might point to the same piece of visualState as
         * a target, whereas they might each have different layouts and thus
         * projection calculations needed to project into the same viewport box.
         */
        var layoutState = createLayoutState();
        /**
         *
         */
        var crossfader;
        /**
         * Keep track of whether the viewport box has been updated since the
         * last time the layout projection was re-calculated.
         */
        var hasViewportBoxUpdated = false;
        /**
         * A map of all motion values attached to this visual element. Motion
         * values are source of truth for any given animated value. A motion
         * value might be provided externally by the component via props.
         */
        var values = new Map();
        /**
         * A map of every subscription that binds the provided or generated
         * motion values onChange listeners to this visual element.
         */
        var valueSubscriptions = new Map();
        /**
         * A reference to the previously-provided motion values as returned
         * from scrapeMotionValuesFromProps. We use the keys in here to determine
         * if any motion values need to be removed after props are updated.
         */
        var prevMotionValues = {};
        /**
         * x/y motion values that track the progress of initiated layout
         * animations.
         *
         * TODO: Target for removal
         */
        var projectionTargetProgress;
        /**
         * When values are removed from all animation props we need to search
         * for a fallback value to animate to. These values are tracked in baseTarget.
         */
        var baseTarget = Object.assign({}, latestValues);
        // Internal methods ========================
        /**
         * On mount, this will be hydrated with a callback to disconnect
         * this visual element from its parent on unmount.
         */
        var removeFromVariantTree;
        /**
         *
         */
        function render() {
            if (!instance)
                return;
            if (element.isProjectionReady()) {
                /**
                 * Apply the latest user-set transforms to the targetBox to produce the targetBoxFinal.
                 * This is the final box that we will then project into by calculating a transform delta and
                 * applying it to the corrected box.
                 */
                applyBoxTransforms(leadProjection.targetFinal, leadProjection.target, leadLatestValues);
                /**
                 * Update the delta between the corrected box and the final target box, after
                 * user-set transforms are applied to it. This will be used by the renderer to
                 * create a transform style that will reproject the element from its actual layout
                 * into the desired bounding box.
                 */
                updateBoxDelta(layoutState.deltaFinal, layoutState.layoutCorrected, leadProjection.targetFinal, latestValues);
            }
            triggerBuild();
            renderInstance(instance, renderState);
        }
        function triggerBuild() {
            var valuesToRender = latestValues;
            if (crossfader && crossfader.isActive()) {
                var crossfadedValues = crossfader.getCrossfadeState(element);
                if (crossfadedValues)
                    valuesToRender = crossfadedValues;
            }
            build(element, renderState, valuesToRender, leadProjection, layoutState, options, props);
        }
        function update() {
            lifecycles.notifyUpdate(latestValues);
        }
        function updateLayoutProjection() {
            if (!element.isProjectionReady())
                return;
            var delta = layoutState.delta, treeScale = layoutState.treeScale;
            var prevTreeScaleX = treeScale.x;
            var prevTreeScaleY = treeScale.y;
            var prevDeltaTransform = layoutState.deltaTransform;
            updateLayoutDeltas(layoutState, leadProjection, element.path, latestValues);
            hasViewportBoxUpdated &&
                element.notifyViewportBoxUpdate(leadProjection.target, delta);
            hasViewportBoxUpdated = false;
            var deltaTransform = buildLayoutProjectionTransform(delta, treeScale);
            if (deltaTransform !== prevDeltaTransform ||
                // Also compare calculated treeScale, for values that rely on this only for scale correction
                prevTreeScaleX !== treeScale.x ||
                prevTreeScaleY !== treeScale.y) {
                element.scheduleRender();
            }
            layoutState.deltaTransform = deltaTransform;
        }
        function updateTreeLayoutProjection() {
            element.layoutTree.forEach(fireUpdateLayoutProjection);
        }
        /**
         *
         */
        function bindToMotionValue(key, value) {
            var removeOnChange = value.onChange(function (latestValue) {
                latestValues[key] = latestValue;
                props.onUpdate && sync.update(update, false, true);
            });
            var removeOnRenderRequest = value.onRenderRequest(element.scheduleRender);
            valueSubscriptions.set(key, function () {
                removeOnChange();
                removeOnRenderRequest();
            });
        }
        /**
         * Any motion values that are provided to the element when created
         * aren't yet bound to the element, as this would technically be impure.
         * However, we iterate through the motion values and set them to the
         * initial values for this component.
         *
         * TODO: This is impure and we should look at changing this to run on mount.
         * Doing so will break some tests but this isn't neccessarily a breaking change,
         * more a reflection of the test.
         */
        var initialMotionValues = scrapeMotionValuesFromProps(props);
        for (var key in initialMotionValues) {
            var value = initialMotionValues[key];
            if (latestValues[key] !== undefined && isMotionValue(value)) {
                value.set(latestValues[key], false);
            }
        }
        /**
         * Determine what role this visual element should take in the variant tree.
         */
        var isControllingVariants = checkIfControllingVariants(props);
        var isVariantNode = checkIfVariantNode(props);
        var element = Object.assign(Object.assign({ treeType: treeType, 
            /**
             * This is a mirror of the internal instance prop, which keeps
             * VisualElement type-compatible with React's RefObject.
             */
            current: null, 
            /**
             * The depth of this visual element within the visual element tree.
             */
            depth: parent ? parent.depth + 1 : 0, parent: parent, children: new Set(), 
            /**
             * An ancestor path back to the root visual element. This is used
             * by layout projection to quickly recurse back up the tree.
             */
            path: parent ? __spreadArray(__spreadArray([], __read(parent.path)), [parent]) : [], layoutTree: parent ? parent.layoutTree : new FlatTree(), 
            /**
             *
             */
            presenceId: presenceId,
            projection: projection, 
            /**
             * If this component is part of the variant tree, it should track
             * any children that are also part of the tree. This is essentially
             * a shadow tree to simplify logic around how to stagger over children.
             */
            variantChildren: isVariantNode ? new Set() : undefined, 
            /**
             * Whether this instance is visible. This can be changed imperatively
             * by AnimateSharedLayout, is analogous to CSS's visibility in that
             * hidden elements should take up layout, and needs enacting by the configured
             * render function.
             */
            isVisible: undefined, 
            /**
             * Normally, if a component is controlled by a parent's variants, it can
             * rely on that ancestor to trigger animations further down the tree.
             * However, if a component is created after its parent is mounted, the parent
             * won't trigger that mount animation so the child needs to.
             *
             * TODO: This might be better replaced with a method isParentMounted
             */
            manuallyAnimateOnMount: Boolean(parent === null || parent === void 0 ? void 0 : parent.isMounted()), 
            /**
             * This can be set by AnimatePresence to force components that mount
             * at the same time as it to mount as if they have initial={false} set.
             */
            blockInitialAnimation: blockInitialAnimation, 
            /**
             * Determine whether this component has mounted yet. This is mostly used
             * by variant children to determine whether they need to trigger their
             * own animations on mount.
             */
            isMounted: function () { return Boolean(instance); }, mount: function (newInstance) {
                instance = element.current = newInstance;
                element.pointTo(element);
                if (isVariantNode && parent && !isControllingVariants) {
                    removeFromVariantTree = parent === null || parent === void 0 ? void 0 : parent.addVariantChild(element);
                }
                parent === null || parent === void 0 ? void 0 : parent.children.add(element);
            },
            /**
             *
             */
            unmount: function () {
                cancelSync.update(update);
                cancelSync.render(render);
                cancelSync.preRender(element.updateLayoutProjection);
                valueSubscriptions.forEach(function (remove) { return remove(); });
                element.stopLayoutAnimation();
                element.layoutTree.remove(element);
                removeFromVariantTree === null || removeFromVariantTree === void 0 ? void 0 : removeFromVariantTree();
                parent === null || parent === void 0 ? void 0 : parent.children.delete(element);
                unsubscribeFromLeadVisualElement === null || unsubscribeFromLeadVisualElement === void 0 ? void 0 : unsubscribeFromLeadVisualElement();
                lifecycles.clearAllListeners();
            },
            /**
             * Add a child visual element to our set of children.
             */
            addVariantChild: function (child) {
                var _a;
                var closestVariantNode = element.getClosestVariantNode();
                if (closestVariantNode) {
                    (_a = closestVariantNode.variantChildren) === null || _a === void 0 ? void 0 : _a.add(child);
                    return function () { return closestVariantNode.variantChildren.delete(child); };
                }
            },
            sortNodePosition: function (other) {
                /**
                 * If these nodes aren't even of the same type we can't compare their depth.
                 */
                if (!sortNodePosition || treeType !== other.treeType)
                    return 0;
                return sortNodePosition(element.getInstance(), other.getInstance());
            }, 
            /**
             * Returns the closest variant node in the tree starting from
             * this visual element.
             */
            getClosestVariantNode: function () {
                return isVariantNode ? element : parent === null || parent === void 0 ? void 0 : parent.getClosestVariantNode();
            }, 
            /**
             * A method that schedules an update to layout projections throughout
             * the tree. We inherit from the parent so there's only ever one
             * job scheduled on the next frame - that of the root visual element.
             */
            scheduleUpdateLayoutProjection: parent
                ? parent.scheduleUpdateLayoutProjection
                : function () {
                    return sync.preRender(element.updateTreeLayoutProjection, false, true);
                }, 
            /**
             * Expose the latest layoutId prop.
             */
            getLayoutId: function () { return props.layoutId; }, 
            /**
             * Returns the current instance.
             */
            getInstance: function () { return instance; }, 
            /**
             * Get/set the latest static values.
             */
            getStaticValue: function (key) { return latestValues[key]; }, setStaticValue: function (key, value) { return (latestValues[key] = value); }, 
            /**
             * Returns the latest motion value state. Currently only used to take
             * a snapshot of the visual element - perhaps this can return the whole
             * visual state
             */
            getLatestValues: function () { return latestValues; }, 
            /**
             * Set the visiblity of the visual element. If it's changed, schedule
             * a render to reflect these changes.
             */
            setVisibility: function (visibility) {
                if (element.isVisible === visibility)
                    return;
                element.isVisible = visibility;
                element.scheduleRender();
            },
            /**
             * Make a target animatable by Popmotion. For instance, if we're
             * trying to animate width from 100px to 100vw we need to measure 100vw
             * in pixels to determine what we really need to animate to. This is also
             * pluggable to support Framer's custom value types like Color,
             * and CSS variables.
             */
            makeTargetAnimatable: function (target, canMutate) {
                if (canMutate === void 0) { canMutate = true; }
                return makeTargetAnimatable(element, target, props, canMutate);
            },
            // Motion values ========================
            /**
             * Add a motion value and bind it to this visual element.
             */
            addValue: function (key, value) {
                // Remove existing value if it exists
                if (element.hasValue(key))
                    element.removeValue(key);
                values.set(key, value);
                latestValues[key] = value.get();
                bindToMotionValue(key, value);
            },
            /**
             * Remove a motion value and unbind any active subscriptions.
             */
            removeValue: function (key) {
                var _a;
                values.delete(key);
                (_a = valueSubscriptions.get(key)) === null || _a === void 0 ? void 0 : _a();
                valueSubscriptions.delete(key);
                delete latestValues[key];
                removeValueFromRenderState(key, renderState);
            }, 
            /**
             * Check whether we have a motion value for this key
             */
            hasValue: function (key) { return values.has(key); }, 
            /**
             * Get a motion value for this key. If called with a default
             * value, we'll create one if none exists.
             */
            getValue: function (key, defaultValue) {
                var value = values.get(key);
                if (value === undefined && defaultValue !== undefined) {
                    value = motionValue(defaultValue);
                    element.addValue(key, value);
                }
                return value;
            }, 
            /**
             * Iterate over our motion values.
             */
            forEachValue: function (callback) { return values.forEach(callback); }, 
            /**
             * If we're trying to animate to a previously unencountered value,
             * we need to check for it in our state and as a last resort read it
             * directly from the instance (which might have performance implications).
             */
            readValue: function (key) { var _a; return (_a = latestValues[key]) !== null && _a !== void 0 ? _a : readValueFromInstance(instance, key, options); }, 
            /**
             * Set the base target to later animate back to. This is currently
             * only hydrated on creation and when we first read a value.
             */
            setBaseTarget: function (key, value) {
                baseTarget[key] = value;
            },
            /**
             * Find the base target for a value thats been removed from all animation
             * props.
             */
            getBaseTarget: function (key) {
                if (getBaseTarget) {
                    var target = getBaseTarget(props, key);
                    if (target !== undefined && !isMotionValue(target))
                        return target;
                }
                return baseTarget[key];
            } }, lifecycles), { 
            /**
             * Build the renderer state based on the latest visual state.
             */
            build: function () {
                triggerBuild();
                return renderState;
            },
            /**
             * Schedule a render on the next animation frame.
             */
            scheduleRender: function () {
                sync.render(render, false, true);
            }, 
            /**
             * Synchronously fire render. It's prefered that we batch renders but
             * in many circumstances, like layout measurement, we need to run this
             * synchronously. However in those instances other measures should be taken
             * to batch reads/writes.
             */
            syncRender: render, 
            /**
             * Update the provided props. Ensure any newly-added motion values are
             * added to our map, old ones removed, and listeners updated.
             */
            setProps: function (newProps) {
                props = newProps;
                lifecycles.updatePropListeners(newProps);
                prevMotionValues = updateMotionValuesFromProps(element, scrapeMotionValuesFromProps(props), prevMotionValues);
            }, getProps: function () { return props; }, 
            // Variants ==============================
            /**
             * Returns the variant definition with a given name.
             */
            getVariant: function (name) { var _a; return (_a = props.variants) === null || _a === void 0 ? void 0 : _a[name]; }, 
            /**
             * Returns the defined default transition on this component.
             */
            getDefaultTransition: function () { return props.transition; }, 
            /**
             * Used by child variant nodes to get the closest ancestor variant props.
             */
            getVariantContext: function (startAtParent) {
                if (startAtParent === void 0) { startAtParent = false; }
                if (startAtParent)
                    return parent === null || parent === void 0 ? void 0 : parent.getVariantContext();
                if (!isControllingVariants) {
                    var context_1 = (parent === null || parent === void 0 ? void 0 : parent.getVariantContext()) || {};
                    if (props.initial !== undefined) {
                        context_1.initial = props.initial;
                    }
                    return context_1;
                }
                var context = {};
                for (var i = 0; i < numVariantProps; i++) {
                    var name_1 = variantProps[i];
                    var prop = props[name_1];
                    if (isVariantLabel(prop) || prop === false) {
                        context[name_1] = prop;
                    }
                }
                return context;
            },
            // Layout projection ==============================
            /**
             * Enable layout projection for this visual element. Won't actually
             * occur until we also have hydrated layout measurements.
             */
            enableLayoutProjection: function () {
                projection.isEnabled = true;
                element.layoutTree.add(element);
            },
            /**
             * Lock the projection target, for instance when dragging, so
             * nothing else can try and animate it.
             */
            lockProjectionTarget: function () {
                projection.isTargetLocked = true;
            },
            unlockProjectionTarget: function () {
                element.stopLayoutAnimation();
                projection.isTargetLocked = false;
            }, getLayoutState: function () { return layoutState; }, setCrossfader: function (newCrossfader) {
                crossfader = newCrossfader;
            }, isProjectionReady: function () {
                return projection.isEnabled &&
                    projection.isHydrated &&
                    layoutState.isHydrated;
            }, 
            /**
             * Start a layout animation on a given axis.
             */
            startLayoutAnimation: function (axis, transition, isRelative) {
                if (isRelative === void 0) { isRelative = false; }
                var progress = element.getProjectionAnimationProgress()[axis];
                var _a = isRelative
                    ? projection.relativeTarget[axis]
                    : projection.target[axis], min = _a.min, max = _a.max;
                var length = max - min;
                progress.clearListeners();
                progress.set(min);
                progress.set(min); // Set twice to hard-reset velocity
                progress.onChange(function (v) {
                    element.setProjectionTargetAxis(axis, v, v + length, isRelative);
                });
                return element.animateMotionValue(axis, progress, 0, transition);
            },
            /**
             * Stop layout animations.
             */
            stopLayoutAnimation: function () {
                eachAxis(function (axis) {
                    return element.getProjectionAnimationProgress()[axis].stop();
                });
            },
            /**
             * Measure the current viewport box with or without transforms.
             * Only measures axis-aligned boxes, rotate and skew must be manually
             * removed with a re-render to work.
             */
            measureViewportBox: function (withTransform) {
                if (withTransform === void 0) { withTransform = true; }
                var viewportBox = measureViewportBox(instance, options);
                if (!withTransform)
                    removeBoxTransforms(viewportBox, latestValues);
                return viewportBox;
            },
            /**
             * Get the motion values tracking the layout animations on each
             * axis. Lazy init if not already created.
             */
            getProjectionAnimationProgress: function () {
                projectionTargetProgress || (projectionTargetProgress = {
                    x: motionValue(0),
                    y: motionValue(0),
                });
                return projectionTargetProgress;
            },
            /**
             * Update the projection of a single axis. Schedule an update to
             * the tree layout projection.
             */
            setProjectionTargetAxis: function (axis, min, max, isRelative) {
                if (isRelative === void 0) { isRelative = false; }
                var target;
                if (isRelative) {
                    if (!projection.relativeTarget) {
                        projection.relativeTarget = axisBox();
                    }
                    target = projection.relativeTarget[axis];
                }
                else {
                    projection.relativeTarget = undefined;
                    target = projection.target[axis];
                }
                projection.isHydrated = true;
                target.min = min;
                target.max = max;
                // Flag that we want to fire the onViewportBoxUpdate event handler
                hasViewportBoxUpdated = true;
                lifecycles.notifySetAxisTarget();
            },
            /**
             * Rebase the projection target on top of the provided viewport box
             * or the measured layout. This ensures that non-animating elements
             * don't fall out of sync differences in measurements vs projections
             * after a page scroll or other relayout.
             */
            rebaseProjectionTarget: function (force, box) {
                if (box === void 0) { box = layoutState.layout; }
                var _a = element.getProjectionAnimationProgress(), x = _a.x, y = _a.y;
                var shouldRebase = !projection.relativeTarget &&
                    !projection.isTargetLocked &&
                    !x.isAnimating() &&
                    !y.isAnimating();
                if (force || shouldRebase) {
                    eachAxis(function (axis) {
                        var _a = box[axis], min = _a.min, max = _a.max;
                        element.setProjectionTargetAxis(axis, min, max);
                    });
                }
            },
            /**
             * Notify the visual element that its layout is up-to-date.
             * Currently Animate.tsx uses this to check whether a layout animation
             * needs to be performed.
             */
            notifyLayoutReady: function (config) {
                setCurrentViewportBox(element);
                element.notifyLayoutUpdate(layoutState.layout, element.prevViewportBox || layoutState.layout, config);
            }, 
            /**
             * Temporarily reset the transform of the instance.
             */
            resetTransform: function () { return resetTransform(element, instance, props); }, restoreTransform: function () { return restoreTransform(instance, renderState); }, updateLayoutProjection: updateLayoutProjection,
            updateTreeLayoutProjection: function () {
                element.layoutTree.forEach(fireResolveRelativeTargetBox);
                /**
                 * Schedule the projection updates at the end of the current preRender
                 * step. This will ensure that all layout trees will first resolve
                 * relative projection boxes into viewport boxes, and *then*
                 * update projections.
                 */
                sync.preRender(updateTreeLayoutProjection, false, true);
                // sync.postRender(() => element.scheduleUpdateLayoutProjection())
            },
            getProjectionParent: function () {
                if (projectionParent === undefined) {
                    var foundParent = false;
                    // Search backwards through the tree path
                    for (var i = element.path.length - 1; i >= 0; i--) {
                        var ancestor = element.path[i];
                        if (ancestor.projection.isEnabled) {
                            foundParent = ancestor;
                            break;
                        }
                    }
                    projectionParent = foundParent;
                }
                return projectionParent;
            },
            resolveRelativeTargetBox: function () {
                var relativeParent = element.getProjectionParent();
                if (!projection.relativeTarget || !relativeParent)
                    return;
                calcRelativeBox(projection, relativeParent.projection);
                if (isDraggable(relativeParent)) {
                    var target = projection.target;
                    applyBoxTransforms(target, target, relativeParent.getLatestValues());
                }
            },
            shouldResetTransform: function () {
                return Boolean(props._layoutResetTransform);
            },
            /**
             *
             */
            pointTo: function (newLead) {
                leadProjection = newLead.projection;
                leadLatestValues = newLead.getLatestValues();
                /**
                 * Subscribe to lead component's layout animations
                 */
                unsubscribeFromLeadVisualElement === null || unsubscribeFromLeadVisualElement === void 0 ? void 0 : unsubscribeFromLeadVisualElement();
                unsubscribeFromLeadVisualElement = pipe(newLead.onSetAxisTarget(element.scheduleUpdateLayoutProjection), newLead.onLayoutAnimationComplete(function () {
                    var _a;
                    if (element.isPresent) {
                        element.presence = Presence.Present;
                    }
                    else {
                        (_a = element.layoutSafeToRemove) === null || _a === void 0 ? void 0 : _a.call(element);
                    }
                }));
            }, 
            // TODO: Clean this up
            isPresent: true, presence: Presence.Entering });
        return element;
    };
};
function fireResolveRelativeTargetBox(child) {
    child.resolveRelativeTargetBox();
}
function fireUpdateLayoutProjection(child) {
    child.updateLayoutProjection();
}
var variantProps = __spreadArray(["initial"], __read(variantPriorityOrder));
var numVariantProps = variantProps.length;

export { visualElement };
