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{"version":3,"file":"Flip.min.js","sources":["../src/utils/matrix.js","../src/Flip.js"],"sourcesContent":["/*!\n * matrix 3.9.1\n * https://greensock.com\n *\n * Copyright 2008-2021, GreenSock. All rights reserved.\n * Subject to the terms at https://greensock.com/standard-license or for\n * Club GreenSock members, the agreement issued with that membership.\n * @author: Jack Doyle, jack@greensock.com\n*/\n/* eslint-disable */\n\nlet _doc, _win, _docElement, _body,\t_divContainer, _svgContainer, _identityMatrix, _gEl,\n\t_transformProp = \"transform\",\n\t_transformOriginProp = _transformProp + \"Origin\",\n\t_hasOffsetBug,\n\t_setDoc = element => {\n\t\tlet doc = element.ownerDocument || element;\n\t\tif (!(_transformProp in element.style) && \"msTransform\" in element.style) { //to improve compatibility with old Microsoft browsers\n\t\t\t_transformProp = \"msTransform\";\n\t\t\t_transformOriginProp = _transformProp + \"Origin\";\n\t\t}\n\t\twhile (doc.parentNode && (doc = doc.parentNode)) {\t}\n\t\t_win = window;\n\t\t_identityMatrix = new Matrix2D();\n\t\tif (doc) {\n\t\t\t_doc = doc;\n\t\t\t_docElement = doc.documentElement;\n\t\t\t_body = doc.body;\n\t\t\t_gEl = _doc.createElementNS(\"http://www.w3.org/2000/svg\", \"g\");\n\t\t\t// prevent any existing CSS from transforming it\n\t\t\t_gEl.style.transform = \"none\";\n\t\t\t// now test for the offset reporting bug. Use feature detection instead of browser sniffing to make things more bulletproof and future-proof. Hopefully Safari will fix their bug soon but it's 2020 and it's still not fixed.\n\t\t\tlet d1 = doc.createElement(\"div\"),\n\t\t\t\td2 = doc.createElement(\"div\");\n\t\t\t_body.appendChild(d1);\n\t\t\td1.appendChild(d2);\n\t\t\td1.style.position = \"static\";\n\t\t\td1.style[_transformProp] = \"translate3d(0,0,1px)\";\n\t\t\t_hasOffsetBug = (d2.offsetParent !== d1);\n\t\t\t_body.removeChild(d1);\n\t\t}\n\t\treturn doc;\n\t},\n\t_forceNonZeroScale = e => { // walks up the element's ancestors and finds any that had their scale set to 0 via GSAP, and changes them to 0.0001 to ensure that measurements work. Firefox has a bug that causes it to incorrectly report getBoundingClientRect() when scale is 0.\n\t\tlet a, cache;\n\t\twhile (e && e !== _body) {\n\t\t\tcache = e._gsap;\n\t\t\tcache && cache.uncache && cache.get(e, \"x\"); // force re-parsing of transforms if necessary\n\t\t\tif (cache && !cache.scaleX && !cache.scaleY && cache.renderTransform) {\n\t\t\t\tcache.scaleX = cache.scaleY = 1e-4;\n\t\t\t\tcache.renderTransform(1, cache);\n\t\t\t\ta ? a.push(cache) : (a = [cache]);\n\t\t\t}\n\t\t\te = e.parentNode;\n\t\t}\n\t\treturn a;\n\t},\n\t// possible future addition: pass an element to _forceDisplay() and it'll walk up all its ancestors and make sure anything with display: none is set to display: block, and if there's no parentNode, it'll add it to the body. It returns an Array that you can then feed to _revertDisplay() to have it revert all the changes it made.\n\t// _forceDisplay = e => {\n\t// \tlet a = [],\n\t// \t\tparent;\n\t// \twhile (e && e !== _body) {\n\t// \t\tparent = e.parentNode;\n\t// \t\t(_win.getComputedStyle(e).display === \"none\" || !parent) && a.push(e, e.style.display, parent) && (e.style.display = \"block\");\n\t// \t\tparent || _body.appendChild(e);\n\t// \t\te = parent;\n\t// \t}\n\t// \treturn a;\n\t// },\n\t// _revertDisplay = a => {\n\t// \tfor (let i = 0; i < a.length; i+=3) {\n\t// \t\ta[i+1] ? (a[i].style.display = a[i+1]) : a[i].style.removeProperty(\"display\");\n\t// \t\ta[i+2] || a[i].parentNode.removeChild(a[i]);\n\t// \t}\n\t// },\n\t_svgTemps = [], //we create 3 elements for SVG, and 3 for other DOM elements and cache them for performance reasons. They get nested in _divContainer and _svgContainer so that just one element is added to the DOM on each successive attempt. Again, performance is key.\n\t_divTemps = [],\n\t_getDocScrollTop = () => _win.pageYOffset || _doc.scrollTop || _docElement.scrollTop || _body.scrollTop || 0,\n\t_getDocScrollLeft = () => _win.pageXOffset || _doc.scrollLeft || _docElement.scrollLeft || _body.scrollLeft || 0,\n\t_svgOwner = element => element.ownerSVGElement || ((element.tagName + \"\").toLowerCase() === \"svg\" ? element : null),\n\t_isFixed = element => {\n\t\tif (_win.getComputedStyle(element).position === \"fixed\") {\n\t\t\treturn true;\n\t\t}\n\t\telement = element.parentNode;\n\t\tif (element && element.nodeType === 1) { // avoid document fragments which will throw an error.\n\t\t\treturn _isFixed(element);\n\t\t}\n\t},\n\t_createSibling = (element, i) => {\n\t\tif (element.parentNode && (_doc || _setDoc(element))) {\n\t\t\tlet svg = _svgOwner(element),\n\t\t\t\tns = svg ? (svg.getAttribute(\"xmlns\") || \"http://www.w3.org/2000/svg\") : \"http://www.w3.org/1999/xhtml\",\n\t\t\t\ttype = svg ? (i ? \"rect\" : \"g\") : \"div\",\n\t\t\t\tx = i !== 2 ? 0 : 100,\n\t\t\t\ty = i === 3 ? 100 : 0,\n\t\t\t\tcss = \"position:absolute;display:block;pointer-events:none;margin:0;padding:0;\",\n\t\t\t\te = _doc.createElementNS ? _doc.createElementNS(ns.replace(/^https/, \"http\"), type) : _doc.createElement(type);\n\t\t\tif (i) {\n\t\t\t\tif (!svg) {\n\t\t\t\t\tif (!_divContainer) {\n\t\t\t\t\t\t_divContainer = _createSibling(element);\n\t\t\t\t\t\t_divContainer.style.cssText = css;\n\t\t\t\t\t}\n\t\t\t\t\te.style.cssText = css + \"width:0.1px;height:0.1px;top:\" + y + \"px;left:\" + x + \"px\";\n\t\t\t\t\t_divContainer.appendChild(e);\n\n\t\t\t\t} else {\n\t\t\t\t\t_svgContainer || (_svgContainer = _createSibling(element));\n\t\t\t\t\te.setAttribute(\"width\", 0.01);\n\t\t\t\t\te.setAttribute(\"height\", 0.01);\n\t\t\t\t\te.setAttribute(\"transform\", \"translate(\" + x + \",\" + y + \")\");\n\t\t\t\t\t_svgContainer.appendChild(e);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn e;\n\t\t}\n\t\tthrow \"Need document and parent.\";\n\t},\n\t_consolidate = m => { // replaces SVGTransformList.consolidate() because a bug in Firefox causes it to break pointer events. See https://greensock.com/forums/topic/23248-touch-is-not-working-on-draggable-in-firefox-windows-v324/?tab=comments#comment-109800\n\t\tlet c = new Matrix2D(),\n\t\t\ti = 0;\n\t\tfor (; i < m.numberOfItems; i++) {\n\t\t\tc.multiply(m.getItem(i).matrix);\n\t\t}\n\t\treturn c;\n\t},\n\t_getCTM = svg => {\n\t\tlet m = svg.getCTM(),\n\t\t\ttransform;\n\t\tif (!m) { // Firefox returns null for getCTM() on root <svg> elements, so this is a workaround using a <g> that we temporarily append.\n\t\t\ttransform = svg.style[_transformProp];\n\t\t\tsvg.style[_transformProp] = \"none\"; // a bug in Firefox causes css transforms to contaminate the getCTM()\n\t\t\tsvg.appendChild(_gEl);\n\t\t\tm = _gEl.getCTM();\n\t\t\tsvg.removeChild(_gEl);\n\t\t\ttransform ? (svg.style[_transformProp] = transform) : svg.style.removeProperty(_transformProp.replace(/([A-Z])/g, \"-$1\").toLowerCase());\n\t\t}\n\t\treturn m || _identityMatrix.clone(); // Firefox will still return null if the <svg> has a width/height of 0 in the browser.\n\t},\n\t_placeSiblings = (element, adjustGOffset) => {\n\t\tlet svg = _svgOwner(element),\n\t\t\tisRootSVG = element === svg,\n\t\t\tsiblings = svg ? _svgTemps : _divTemps,\n\t\t\tparent = element.parentNode,\n\t\t\tcontainer, m, b, x, y, cs;\n\t\tif (element === _win) {\n\t\t\treturn element;\n\t\t}\n\t\tsiblings.length || siblings.push(_createSibling(element, 1), _createSibling(element, 2), _createSibling(element, 3));\n\t\tcontainer = svg ? _svgContainer : _divContainer;\n\t\tif (svg) {\n\t\t\tif (isRootSVG) {\n\t\t\t\tb = _getCTM(element);\n\t\t\t\tx = -b.e / b.a;\n\t\t\t\ty = -b.f / b.d;\n\t\t\t\tm = _identityMatrix;\n\t\t\t} else {\n\t\t\t\tb = element.getBBox();\n\t\t\t\tm = element.transform ? element.transform.baseVal : {}; // IE11 doesn't follow the spec.\n\t\t\t\tm = !m.numberOfItems ? _identityMatrix : m.numberOfItems > 1 ? _consolidate(m) : m.getItem(0).matrix; // don't call m.consolidate().matrix because a bug in Firefox makes pointer events not work when consolidate() is called on the same tick as getBoundingClientRect()! See https://greensock.com/forums/topic/23248-touch-is-not-working-on-draggable-in-firefox-windows-v324/?tab=comments#comment-109800\n\t\t\t\tx = m.a * b.x + m.c * b.y;\n\t\t\t\ty = m.b * b.x + m.d * b.y;\n\t\t\t}\n\t\t\tif (adjustGOffset && element.tagName.toLowerCase() === \"g\") {\n\t\t\t\tx = y = 0;\n\t\t\t}\n\t\t\t(isRootSVG ? svg : parent).appendChild(container);\n\t\t\tcontainer.setAttribute(\"transform\", \"matrix(\" + m.a + \",\" + m.b + \",\" + m.c + \",\" + m.d + \",\" + (m.e + x) + \",\" + (m.f + y) + \")\");\n\t\t} else {\n\t\t\tx = y = 0;\n\t\t\tif (_hasOffsetBug) { // some browsers (like Safari) have a bug that causes them to misreport offset values. When an ancestor element has a transform applied, it's supposed to treat it as if it's position: relative (new context). Safari botches this, so we need to find the closest ancestor (between the element and its offsetParent) that has a transform applied and if one is found, grab its offsetTop/Left and subtract them to compensate.\n\t\t\t\tm = element.offsetParent;\n\t\t\t\tb = element;\n\t\t\t\twhile (b && (b = b.parentNode) && b !== m && b.parentNode) {\n\t\t\t\t\tif ((_win.getComputedStyle(b)[_transformProp] + \"\").length > 4) {\n\t\t\t\t\t\tx = b.offsetLeft;\n\t\t\t\t\t\ty = b.offsetTop;\n\t\t\t\t\t\tb = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tcs = _win.getComputedStyle(element);\n\t\t\tif (cs.position !== \"absolute\" && cs.position !== \"fixed\") {\n\t\t\t\tm = element.offsetParent;\n\t\t\t\twhile (parent && parent !== m) { // if there's an ancestor element between the element and its offsetParent that's scrolled, we must factor that in.\n\t\t\t\t\tx += parent.scrollLeft || 0;\n\t\t\t\t\ty += parent.scrollTop || 0;\n\t\t\t\t\tparent = parent.parentNode;\n\t\t\t\t}\n\t\t\t}\n\t\t\tb = container.style;\n\t\t\tb.top = (element.offsetTop - y) + \"px\";\n\t\t\tb.left = (element.offsetLeft - x) + \"px\";\n\t\t\tb[_transformProp] = cs[_transformProp];\n\t\t\tb[_transformOriginProp] = cs[_transformOriginProp];\n\t\t\t// b.border = m.border;\n\t\t\t// b.borderLeftStyle = m.borderLeftStyle;\n\t\t\t// b.borderTopStyle = m.borderTopStyle;\n\t\t\t// b.borderLeftWidth = m.borderLeftWidth;\n\t\t\t// b.borderTopWidth = m.borderTopWidth;\n\t\t\tb.position = cs.position === \"fixed\" ? \"fixed\" : \"absolute\";\n\t\t\telement.parentNode.appendChild(container);\n\t\t}\n\t\treturn container;\n\t},\n\t_setMatrix = (m, a, b, c, d, e, f) => {\n\t\tm.a = a;\n\t\tm.b = b;\n\t\tm.c = c;\n\t\tm.d = d;\n\t\tm.e = e;\n\t\tm.f = f;\n\t\treturn m;\n\t};\n\nexport class Matrix2D {\n\tconstructor(a=1, b=0, c=0, d=1, e=0, f=0) {\n\t\t_setMatrix(this, a, b, c, d, e, f);\n\t}\n\n\tinverse() {\n\t\tlet {a, b, c, d, e, f} = this,\n\t\t\tdeterminant = (a * d - b * c) || 1e-10;\n\t\treturn _setMatrix(\n\t\t\tthis,\n\t\t\td / determinant,\n\t\t\t-b / determinant,\n\t\t\t-c / determinant,\n\t\t\ta / determinant,\n\t\t\t(c * f - d * e) / determinant,\n\t\t\t-(a * f - b * e) / determinant\n\t\t);\n\t}\n\n\tmultiply(matrix) {\n\t\tlet {a, b, c, d, e, f} = this,\n\t\t\ta2 = matrix.a,\n\t\t\tb2 = matrix.c,\n\t\t\tc2 = matrix.b,\n\t\t\td2 = matrix.d,\n\t\t\te2 = matrix.e,\n\t\t\tf2 = matrix.f;\n\t\treturn _setMatrix(this,\n\t\t\ta2 * a + c2 * c,\n\t\t\ta2 * b + c2 * d,\n\t\t\tb2 * a + d2 * c,\n\t\t\tb2 * b + d2 * d,\n\t\t\te + e2 * a + f2 * c,\n\t\t\tf + e2 * b + f2 * d);\n\t}\n\n\tclone() {\n\t\treturn new Matrix2D(this.a, this.b, this.c, this.d, this.e, this.f);\n\t}\n\n\tequals(matrix) {\n\t\tlet {a, b, c, d, e, f} = this;\n\t\treturn (a === matrix.a && b === matrix.b && c === matrix.c && d === matrix.d && e === matrix.e && f === matrix.f);\n\t}\n\n\tapply(point, decoratee={}) {\n\t\tlet {x, y} = point,\n\t\t\t{a, b, c, d, e, f} = this;\n\t\tdecoratee.x = (x * a + y * c + e) || 0;\n\t\tdecoratee.y = (x * b + y * d + f) || 0;\n\t\treturn decoratee;\n\t}\n\n}\n\n// Feed in an element and it'll return a 2D matrix (optionally inverted) so that you can translate between coordinate spaces.\n// Inverting lets you translate a global point into a local coordinate space. No inverting lets you go the other way.\n// We needed this to work around various browser bugs, like Firefox doesn't accurately report getScreenCTM() when there\n// are transforms applied to ancestor elements.\n// The matrix math to convert any x/y coordinate is as follows, which is wrapped in a convenient apply() method of Matrix2D above:\n// tx = m.a * x + m.c * y + m.e\n// ty = m.b * x + m.d * y + m.f\nexport function getGlobalMatrix(element, inverse, adjustGOffset, includeScrollInFixed) { // adjustGOffset is typically used only when grabbing an element's PARENT's global matrix, and it ignores the x/y offset of any SVG <g> elements because they behave in a special way.\n\tif (!element || !element.parentNode || (_doc || _setDoc(element)).documentElement === element) {\n\t\treturn new Matrix2D();\n\t}\n\tlet zeroScales = _forceNonZeroScale(element),\n\t\tsvg = _svgOwner(element),\n\t\ttemps = svg ? _svgTemps : _divTemps,\n\t\tcontainer = _placeSiblings(element, adjustGOffset),\n\t\tb1 = temps[0].getBoundingClientRect(),\n\t\tb2 = temps[1].getBoundingClientRect(),\n\t\tb3 = temps[2].getBoundingClientRect(),\n\t\tparent = container.parentNode,\n\t\tisFixed = !includeScrollInFixed && _isFixed(element),\n\t\tm = new Matrix2D(\n\t\t\t(b2.left - b1.left) / 100,\n\t\t\t(b2.top - b1.top) / 100,\n\t\t\t(b3.left - b1.left) / 100,\n\t\t\t(b3.top - b1.top) / 100,\n\t\t\tb1.left + (isFixed ? 0 : _getDocScrollLeft()),\n\t\t\tb1.top + (isFixed ? 0 : _getDocScrollTop())\n\t\t);\n\tparent.removeChild(container);\n\tif (zeroScales) {\n\t\tb1 = zeroScales.length;\n\t\twhile (b1--) {\n\t\t\tb2 = zeroScales[b1];\n\t\t\tb2.scaleX = b2.scaleY = 0;\n\t\t\tb2.renderTransform(1, b2);\n\t\t}\n\t}\n\treturn inverse ? m.inverse() : m;\n}\n\nexport { _getDocScrollTop, _getDocScrollLeft, _setDoc, _isFixed, _getCTM };\n\n// export function getMatrix(element) {\n// \t_doc || _setDoc(element);\n// \tlet m = (_win.getComputedStyle(element)[_transformProp] + \"\").substr(7).match(/[-.]*\\d+[.e\\-+]*\\d*[e\\-\\+]*\\d*/g),\n// \t\tis2D = m && m.length === 6;\n// \treturn !m || m.length < 6 ? new Matrix2D() : new Matrix2D(+m[0], +m[1], +m[is2D ? 2 : 4], +m[is2D ? 3 : 5], +m[is2D ? 4 : 12], +m[is2D ? 5 : 13]);\n// }","/*!\n * Flip 3.9.1\n * https://greensock.com\n *\n * @license Copyright 2008-2021, GreenSock. All rights reserved.\n * Subject to the terms at https://greensock.com/standard-license or for\n * Club GreenSock members, the agreement issued with that membership.\n * @author: Jack Doyle, jack@greensock.com\n*/\n/* eslint-disable */\n\nimport { getGlobalMatrix, _getDocScrollTop, _getDocScrollLeft, Matrix2D, _setDoc, _getCTM } from \"./utils/matrix.js\";\n\nlet _id = 1,\n\t_toArray, gsap, _batch, _batchAction, _body, _closestTenth,\n\t_forEachBatch = (batch, name) => batch.actions.forEach(a => a.vars[name] && a.vars[name](a)),\n\t_batchLookup = {},\n\t_RAD2DEG = 180 / Math.PI,\n\t_DEG2RAD = Math.PI / 180,\n\t_emptyObj = {},\n\t_dashedNameLookup = {},\n\t_memoizedRemoveProps = {},\n\t_listToArray = list => typeof(list) === \"string\" ? list.split(\" \").join(\"\").split(\",\") : list, // removes extra spaces contaminating the names, returns an Array.\n\t_callbacks = _listToArray(\"onStart,onUpdate,onComplete,onReverseComplete,onInterrupt\"),\n\t_removeProps = _listToArray(\"transform,transformOrigin,width,height,position,top,left,opacity,zIndex,maxWidth,maxHeight,minWidth,minHeight\"),\n\t_getEl = target => _toArray(target)[0] || console.warn(\"Element not found:\", target),\n\t_round = value => Math.round(value * 10000) / 10000 || 0,\n\t_toggleClass = (targets, className, action) => targets.forEach(el => el.classList[action](className)),\n\t_reserved = {zIndex:1, kill:1, simple:1, spin:1, clearProps:1, targets:1, toggleClass:1, onComplete:1, onUpdate:1, onInterrupt:1, onStart:1, delay:1, repeat:1, repeatDelay:1, yoyo:1, scale:1, fade:1, absolute:1, props:1, onEnter:1, onLeave:1, custom:1, paused:1, nested:1, prune:1, absoluteOnLeave: 1},\n\t_fitReserved = {zIndex:1, simple:1, clearProps:1, scale:1, absolute:1, fitChild:1, getVars:1, props:1},\n\t_camelToDashed = p => p.replace(/([A-Z])/g, \"-$1\").toLowerCase(),\n\t_copy = (obj, exclude) => {\n\t\tlet result = {}, p;\n\t\tfor (p in obj) {\n\t\t\texclude[p] || (result[p] = obj[p]);\n\t\t}\n\t\treturn result;\n\t},\n\t_memoizedProps = {},\n\t_memoizeProps = props => {\n\t\tlet p = _memoizedProps[props] = _listToArray(props);\n\t\t_memoizedRemoveProps[props] = p.concat(_removeProps);\n\t\treturn p;\n\t},\n\t_getInverseGlobalMatrix = el => { // integrates caching for improved performance\n\t\tlet cache = el._gsap || gsap.core.getCache(el);\n\t\tif (cache.gmCache === gsap.ticker.frame) {\n\t\t\treturn cache.gMatrix;\n\t\t}\n\t\tcache.gmCache = gsap.ticker.frame;\n\t\treturn (cache.gMatrix = getGlobalMatrix(el, true, false, true));\n\t},\n\t_getDOMDepth = (el, invert, level = 0) => { // In invert is true, the sibling depth is increments of 1, and parent/nesting depth is increments of 1000. This lets us order elements in an Array to reflect document flow.\n\t\tlet parent = el.parentNode,\n\t\t\tinc = 1000 * (10 ** level) * (invert ? -1 : 1),\n\t\t\tl = invert ? -inc * 900 : 0;\n\t\twhile (el) {\n\t\t\tl += inc;\n\t\t\tel = el.previousSibling;\n\t\t}\n\t\treturn parent ? l + _getDOMDepth(parent, invert, level + 1) : l;\n\t},\n\t_orderByDOMDepth = (comps, invert, isElStates) => {\n\t\tcomps.forEach(comp => comp.d = _getDOMDepth(isElStates ? comp.element : comp.t, invert));\n\t\tcomps.sort((c1, c2) => c1.d - c2.d);\n\t\treturn comps;\n\t},\n\t_recordInlineStyles = (elState, props) => { // records the current inline CSS properties into an Array in alternating name/value pairs that's stored in a \"css\" property on the state object so that we can revert later.\n\t\tlet style = elState.element.style,\n\t\t\ta = elState.css = elState.css || [],\n\t\t\ti = props.length,\n\t\t\tp, v;\n\t\twhile (i--) {\n\t\t\tp = props[i];\n\t\t\tv = style[p] || style.getPropertyValue(p);\n\t\t\ta.push(v ? p : _dashedNameLookup[p] || (_dashedNameLookup[p] = _camelToDashed(p)), v);\n\t\t}\n\t\treturn style;\n\t},\n\t_applyInlineStyles = state => {\n\t\tlet css = state.css,\n\t\t\tstyle = state.element.style,\n\t\t\ti = 0;\n\t\tstate.cache.uncache = 1;\n\t\tfor (; i < css.length; i+=2) {\n\t\t\tcss[i+1] ? (style[css[i]] = css[i+1]) : style.removeProperty(css[i]);\n\t\t}\n\t},\n\t_setFinalStates = (comps, onlyTransforms) => {\n\t\tcomps.forEach(c => c.a.cache.uncache = 1);\n\t\tonlyTransforms || comps.finalStates.forEach(_applyInlineStyles);\n\t},\n\t_absoluteProps = \"paddingTop,paddingRight,paddingBottom,paddingLeft,gridArea,transition\".split(\",\"), // properties that we must record just\n\t_makeAbsolute = (elState, fallbackNode, ignoreBatch) => {\n\t\tlet { element, width, height, uncache, getProp } = elState,\n\t\t\tstyle = element.style,\n\t\t\ti = 4,\n\t\t\tresult, displayIsNone, cs;\n\t\t(typeof(fallbackNode) !== \"object\") && (fallbackNode = elState);\n\t\tif (_batch && ignoreBatch !== 1) {\n\t\t\t_batch._abs.push({t: element, b: elState, a: elState, sd: 0});\n\t\t\t_batch._final.push(() => (elState.cache.uncache = 1) && _applyInlineStyles(elState));\n\t\t\treturn element;\n\t\t}\n\t\tdisplayIsNone = getProp(\"display\") === \"none\";\n\n\t\tif (!elState.isVisible || displayIsNone) {\n\t\t\tdisplayIsNone && (_recordInlineStyles(elState, [\"display\"]).display = fallbackNode.display);\n\t\t\telState.matrix = fallbackNode.matrix;\n\t\t\telState.width = width = elState.width || fallbackNode.width;\n\t\t\telState.height = height = elState.height || fallbackNode.height;\n\t\t}\n\n\t\t_recordInlineStyles(elState, _absoluteProps);\n\t\tcs = window.getComputedStyle(element);\n\t\twhile (i--) {\n\t\t\tstyle[_absoluteProps[i]] = cs[_absoluteProps[i]]; // record paddings as px-based because if removed from grid, percentage-based ones could be altered.\n\t\t}\n\t\tstyle.gridArea = \"1 / 1 / 1 / 1\";\n\t\tstyle.transition = \"none\";\n\n\t\tstyle.position = \"absolute\";\n\t\tstyle.width = width + \"px\";\n\t\tstyle.height = height + \"px\";\n\t\tstyle.top || (style.top = \"0px\");\n\t\tstyle.left || (style.left = \"0px\");\n\t\tif (uncache) {\n\t\t\tresult = new ElementState(element);\n\t\t} else { // better performance\n\t\t\tresult = _copy(elState, _emptyObj);\n\t\t\tresult.position = \"absolute\";\n\t\t\tif (elState.simple) {\n\t\t\t\tlet bounds = element.getBoundingClientRect();\n\t\t\t\tresult.matrix = new Matrix2D(1, 0, 0, 1, bounds.left + _getDocScrollLeft(), bounds.top + _getDocScrollTop());\n\t\t\t} else {\n\t\t\t\tresult.matrix = getGlobalMatrix(element, false, false, true);\n\t\t\t}\n\t\t}\n\t\tresult = _fit(result, elState, true);\n\t\telState.x = _closestTenth(result.x, 0.01);\n\t\telState.y = _closestTenth(result.y, 0.01);\n\t\treturn element;\n\t},\n\t_filterComps = (comps, targets) => {\n\t\tif (targets !== true) {\n\t\t\ttargets = _toArray(targets);\n\t\t\tcomps = comps.filter(c => {\n\t\t\t\tif (targets.indexOf((c.sd < 0 ? c.b : c.a).element) !== -1) {\n\t\t\t\t return true;\n\t\t\t\t} else {\n\t\t\t\t\tc.t._gsap.renderTransform(1); // we must force transforms to render on anything that isn't being made position: absolute, otherwise the absolute position happens and then when animation begins it applies transforms which can create a new stacking context, throwing off positioning!\n\t\t\t\t\tc.t.style.width = c.b.width + \"px\"; // otherwise things can collapse when contents are made position: absolute.\n\t\t\t\t\tc.t.style.height = c.b.height + \"px\";\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t\treturn comps;\n\t},\n\t_makeCompsAbsolute = comps => _orderByDOMDepth(comps, true).forEach(c => (c.a.isVisible || c.b.isVisible) && _makeAbsolute(c.sd < 0 ? c.b : c.a, c.b, 1)),\n\t_findElStateInState = (state, other) => (other && state.idLookup[_parseElementState(other).id]) || state.elementStates[0],\n\t_parseElementState = (elOrNode, props, simple, other) => elOrNode instanceof ElementState ? elOrNode : elOrNode instanceof FlipState ? _findElStateInState(elOrNode, other) : new ElementState(typeof(elOrNode) === \"string\" ? _getEl(elOrNode) || console.warn(elOrNode + \" not found\") : elOrNode, props, simple),\n\t_recordProps = (elState, props) => {\n\t\tlet getProp = gsap.getProperty(elState.element, null, \"native\"),\n\t\t\tobj = elState.props = {},\n\t\t\ti = props.length;\n\t\twhile (i--) {\n\t\t\tobj[props[i]] = (getProp(props[i]) + \"\").trim();\n\t\t}\n\t\tobj.zIndex && (obj.zIndex = parseFloat(obj.zIndex) || 0);\n\t\treturn elState;\n\t},\n\t_applyProps = (element, props) => {\n\t\tlet style = element.style || element, // could pass in a vars object.\n\t\t\tp;\n\t\tfor (p in props) {\n\t\t\tstyle[p] = props[p];\n\t\t}\n\t},\n\t_getID = el => {\n\t\tlet id = el.getAttribute(\"data-flip-id\");\n\t\tid || el.setAttribute(\"data-flip-id\", (id = \"auto-\" + _id++));\n\t\treturn id;\n\t},\n\t_elementsFromElementStates = elStates => elStates.map(elState => elState.element),\n\t_handleCallback = (callback, elStates, tl) => callback && elStates.length && tl.add(callback(_elementsFromElementStates(elStates), tl, new FlipState(elStates, 0, true)), 0),\n\n\t_fit = (fromState, toState, scale, applyProps, fitChild, vars) => {\n\t\tlet { element, cache, parent, x, y } = fromState,\n\t\t\t{ width, height, scaleX, scaleY, rotation, bounds } = toState,\n\t\t\tcssText = vars && element.style.cssText,\n\t\t\ttransform = vars && element.getBBox && element.getAttribute(\"transform\"),\n\t\t\tdimensionState = fromState,\n\t\t\t{e, f} = toState.matrix,\n\t\t\tdeep = fromState.bounds.width !== bounds.width || fromState.bounds.height !== bounds.height || fromState.scaleX !== scaleX || fromState.scaleY !== scaleY || fromState.rotation !== rotation,\n\t\t\tsimple = !deep && fromState.simple && toState.simple && !fitChild,\n\t\t\tskewX, fromPoint, toPoint, getProp, parentMatrix, matrix, bbox;\n\t\tif (simple) {\n\t\t\tscaleX = scaleY = 1;\n\t\t\trotation = skewX = 0;\n\t\t} else {\n\t\t\tparentMatrix = _getInverseGlobalMatrix(parent);\n\t\t\tmatrix = parentMatrix.clone().multiply(toState.ctm ? toState.matrix.clone().multiply(toState.ctm) : toState.matrix); // root SVG elements have a ctm that we must factor out (for example, viewBox:\"0 0 94 94\" with a width of 200px would scale the internals by 2.127 but when we're matching the size of the root <svg> element itself, that scaling shouldn't factor in!)\n\t\t\trotation = _round(Math.atan2(matrix.b, matrix.a) * _RAD2DEG);\n\t\t\tskewX = _round(Math.atan2(matrix.c, matrix.d) * _RAD2DEG + rotation) % 360; // in very rare cases, minor rounding might end up with 360 which should be 0.\n\t\t\tscaleX = Math.sqrt(matrix.a ** 2 + matrix.b ** 2);\n\t\t\tscaleY = Math.sqrt(matrix.c ** 2 + matrix.d ** 2) * Math.cos(skewX * _DEG2RAD);\n\t\t\tif (fitChild) {\n\t\t\t\tfitChild = _toArray(fitChild)[0];\n\t\t\t\tgetProp = gsap.getProperty(fitChild);\n\t\t\t\tbbox = fitChild.getBBox && typeof(fitChild.getBBox) === \"function\" && fitChild.getBBox();\n\t\t\t\tdimensionState = {scaleX: getProp(\"scaleX\"), scaleY: getProp(\"scaleY\"), width: bbox ? bbox.width : Math.ceil(parseFloat(getProp(\"width\", \"px\"))), height: bbox ? bbox.height : parseFloat(getProp(\"height\", \"px\")) };\n\t\t\t}\n\t\t\tcache.rotation = rotation + \"deg\";\n\t\t\tcache.skewX = skewX + \"deg\";\n\t\t}\n\t\tif (scale) {\n\t\t\tscaleX *= width === dimensionState.width || !dimensionState.width ? 1 : width / dimensionState.width; // note if widths are both 0, we should make scaleX 1 - some elements have box-sizing that incorporates padding, etc. and we don't want it to collapse in that case.\n\t\t\tscaleY *= height === dimensionState.height || !dimensionState.height ? 1 : height / dimensionState.height;\n\t\t\tcache.scaleX = scaleX;\n\t\t\tcache.scaleY = scaleY;\n\t\t} else {\n\t\t\twidth = _closestTenth(width * scaleX / dimensionState.scaleX, 0);\n\t\t\theight = _closestTenth(height * scaleY / dimensionState.scaleY, 0);\n\t\t\telement.style.width = width + \"px\";\n\t\t\telement.style.height = height + \"px\";\n\t\t}\n\t\t// if (fromState.isFixed) { // commented out because it's now taken care of in getGlobalMatrix() with a flag at the end.\n\t\t// \te -= _getDocScrollLeft();\n\t\t// \tf -= _getDocScrollTop();\n\t\t// }\n\t\tapplyProps && _applyProps(element, toState.props);\n\t\tif (simple) {\n\t\t\tx += e - fromState.matrix.e;\n\t\t\ty += f - fromState.matrix.f;\n\t\t} else if (deep || parent !== toState.parent) {\n\t\t\tcache.renderTransform(1, cache);\n\t\t\tmatrix = getGlobalMatrix(fitChild || element, false, false, true);\n\t\t\tfromPoint = parentMatrix.apply({x: matrix.e, y: matrix.f});\n\t\t\ttoPoint = parentMatrix.apply({x: e, y: f});\n\t\t\tx += toPoint.x - fromPoint.x;\n\t\t\ty += toPoint.y - fromPoint.y;\n\t\t} else { // use a faster/cheaper algorithm if we're just moving x/y\n\t\t\tparentMatrix.e = parentMatrix.f = 0;\n\t\t\ttoPoint = parentMatrix.apply({x: e - fromState.matrix.e, y: f - fromState.matrix.f});\n\t\t\tx += toPoint.x;\n\t\t\ty += toPoint.y;\n\t\t}\n\t\tx = _closestTenth(x, 0.02);\n\t\ty = _closestTenth(y, 0.02);\n\t\tif (vars && !(vars instanceof ElementState)) { // revert\n\t\t\telement.style.cssText = cssText;\n\t\t\telement.getBBox && element.setAttribute(\"transform\", transform || \"\");\n\t\t\tcache.uncache = 1;\n\t\t} else { // or apply the transform immediately\n\t\t\tcache.x = x + \"px\";\n\t\t\tcache.y = y + \"px\";\n\t\t\tcache.renderTransform(1, cache);\n\t\t}\n\t\tif (vars) {\n\t\t\tvars.x = x;\n\t\t\tvars.y = y;\n\t\t\tvars.rotation = rotation;\n\t\t\tvars.skewX = skewX;\n\t\t\tif (scale) {\n\t\t\t\tvars.scaleX = scaleX;\n\t\t\t\tvars.scaleY = scaleY;\n\t\t\t} else {\n\t\t\t\tvars.width = width;\n\t\t\t\tvars.height = height;\n\t\t\t}\n\t\t}\n\t\treturn vars || cache;\n\t},\n\n\t_parseState = (targetsOrState, vars) => targetsOrState instanceof FlipState ? targetsOrState : new FlipState(targetsOrState, vars),\n\t_getChangingElState = (toState, fromState, id) => {\n\t\tlet to1 = toState.idLookup[id],\n\t\t\tto2 = toState.alt[id];\n\t\treturn to2.isVisible && (!(fromState.getElementState(to2.element) || to2).isVisible || !to1.isVisible) ? to2 : to1;\n\t},\n\t_bodyMetrics = [], _bodyProps = \"width,height,overflowX,overflowY\".split(\",\"), _bodyLocked,\n\t_lockBodyScroll = lock => { // if there's no scrollbar, we should lock that so that measurements don't get affected by temporary repositioning, like if something is centered in the window.\n\t\tif (lock !== _bodyLocked) {\n\t\t\tlet s = _body.style,\n\t\t\t\tw = _body.clientWidth === window.outerWidth,\n\t\t\t\th = _body.clientHeight === window.outerHeight,\n\t\t\t\ti = 4;\n\t\t\tif (lock && (w || h)) {\n\t\t\t\twhile (i--) {\n\t\t\t\t\t_bodyMetrics[i] = s[_bodyProps[i]];\n\t\t\t\t}\n\t\t\t\tif (w) {\n\t\t\t\t\ts.width = _body.clientWidth + \"px\";\n\t\t\t\t\ts.overflowY = \"hidden\";\n\t\t\t\t}\n\t\t\t\tif (h) {\n\t\t\t\t\ts.height = _body.clientHeight + \"px\";\n\t\t\t\t\ts.overflowX = \"hidden\";\n\t\t\t\t}\n\t\t\t\t_bodyLocked= lock;\n\t\t\t} else if (_bodyLocked) {\n\t\t\t\twhile (i--) {\n\t\t\t\t\t_bodyMetrics[i] ? (s[_bodyProps[i]] = _bodyMetrics[i]) : s.removeProperty(_camelToDashed(_bodyProps[i]));\n\t\t\t\t}\n\t\t\t\t_bodyLocked = lock;\n\t\t\t}\n\t\t}\n\t},\n\n\t_fromTo = (fromState, toState, vars, relative) => { // relative is -1 if \"from()\", and 1 if \"to()\"\n\t\t(fromState instanceof FlipState && toState instanceof FlipState) || console.warn(\"Not a valid state object.\");\n\t\tvars = vars || {};\n\t\tlet { clearProps, onEnter, onLeave, absolute, absoluteOnLeave, custom, delay, paused, repeat, repeatDelay, yoyo, toggleClass, nested, zIndex, scale, fade, stagger, spin, prune } = vars,\n\t\t\tprops = (\"props\" in vars ? vars : fromState).props,\n\t\t\ttweenVars = _copy(vars, _reserved),\n\t\t\tanimation = gsap.timeline({ delay, paused, repeat, repeatDelay, yoyo }),\n\t\t\tremainingProps = tweenVars,\n\t\t\tentering = [],\n\t\t\tleaving = [],\n\t\t\tcomps = [],\n\t\t\tswapOutTargets = [],\n\t\t\tspinNum = spin === true ? 1 : spin || 0,\n\t\t\tspinFunc = typeof(spin) === \"function\" ? spin : () => spinNum,\n\t\t\tinterrupted = fromState.interrupted || toState.interrupted,\n\t\t\taddFunc = animation[relative !== 1 ? \"to\" : \"from\"],\n\t\t\tv, p, endTime, i, el, comp, state, targets, finalStates, fromNode, toNode, run, a, b;\n\t\t//relative || (toState = (new FlipState(toState.targets, {props: props})).fit(toState, scale));\n\t\tfor (p in toState.idLookup) {\n\t\t\ttoNode = !toState.alt[p] ? toState.idLookup[p] : _getChangingElState(toState, fromState, p);\n\t\t\tel = toNode.element;\n\t\t\tfromNode = fromState.idLookup[p];\n\t\t\tfromState.alt[p] && el === fromNode.element && (fromState.alt[p].isVisible || !toNode.isVisible) && (fromNode = fromState.alt[p]);\n\t\t\tif (fromNode) {\n\t\t\t\tcomp = {t: el, b: fromNode, a: toNode, sd: fromNode.element === el ? 0 : toNode.isVisible ? 1 : -1};\n\t\t\t\tcomps.push(comp);\n\t\t\t\tif (comp.sd) {\n\t\t\t\t\tif (comp.sd < 0) {\n\t\t\t\t\t\tcomp.b = toNode;\n\t\t\t\t\t\tcomp.a = fromNode;\n\t\t\t\t\t}\n\t\t\t\t\t// for swapping elements that got interrupted, we must re-record the inline styles to ensure they're not tainted. Remember, .batch() permits getState() not to force in-progress flips to their end state.\n\t\t\t\t\tinterrupted && _recordInlineStyles(comp.b, props ? _memoizedRemoveProps[props] : _removeProps);\n\t\t\t\t\tfade && comps.push(comp.swap = {t: fromNode.element, b: comp.b, a: comp.a, sd: -comp.sd, swap: comp});\n\t\t\t\t}\n\t\t\t\tel._flip = fromNode.element._flip = _batch ? _batch.timeline : animation;\n\t\t\t} else if (toNode.isVisible) {\n\t\t\t\tcomps.push({t: el, b: _copy(toNode, {isVisible:1}), a: toNode, sd: 0}); // to include it in the \"entering\" Array and do absolute positioning if necessary\n\t\t\t\tel._flip = _batch ? _batch.timeline : animation;\n\t\t\t}\n\t\t}\n\n\t\tprops && (_memoizedProps[props] || _memoizeProps(props)).forEach(p => tweenVars[p] = i => comps[i].a.props[p]);\n\t\tcomps.finalStates = finalStates = [];\n\n\t\trun = () => {\n\t\t\t_orderByDOMDepth(comps);\n\t\t\t_lockBodyScroll(true); // otherwise, measurements may get thrown off when things get fit.\n\t\t\t// TODO: cache the matrix, especially for parent because it'll probably get reused quite a bit, but lock it to a particular cycle(?).\n\t\t\tfor (i = 0; i < comps.length; i++) {\n\t\t\t\tcomp = comps[i];\n\t\t\t\ta = comp.a;\n\t\t\t\tb = comp.b;\n\t\t\t\tif (prune && !a.isDifferent(b)) { // only flip if things changed! Don't omit it from comps initially because that'd prevent the element from being positioned absolutely (if necessary)\n\t\t\t\t\tcomps.splice(i--, 1);\n\t\t\t\t} else {\n\t\t\t\t\tel = comp.t;\n\t\t\t\t\tnested && !(comp.sd < 0) && i && (a.matrix = getGlobalMatrix(el, false, false, true)); // moving a parent affects the position of children\n\t\t\t\t\tif (comp.sd || (b.isVisible && a.isVisible)) {\n\t\t\t\t\t\tif (comp.sd < 0) { // swapping OUT (swap direction of -1 is out)\n\t\t\t\t\t\t\tstate = new ElementState(el, props, fromState.simple);\n\t\t\t\t\t\t\t_fit(state, a, scale, 0, 0, state);\n\t\t\t\t\t\t\tstate.matrix = getGlobalMatrix(el, false, false, true);\n\t\t\t\t\t\t\tstate.css = comp.b.css;\n\t\t\t\t\t\t\tcomp.a = a = state;\n\t\t\t\t\t\t\tfade && (el.style.opacity = interrupted ? b.opacity : a.opacity);\n\t\t\t\t\t\t\tstagger && swapOutTargets.push(el);\n\t\t\t\t\t\t} else if (comp.sd > 0 && fade) { // swapping IN (swap direction of 1 is in)\n\t\t\t\t\t\t\tel.style.opacity = interrupted ? a.opacity - b.opacity : \"0\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\t_fit(a, b, scale, props);\n\n\t\t\t\t\t} else if (b.isVisible !== a.isVisible) { // either entering or leaving (one side is invisible)\n\t\t\t\t\t\tif (!b.isVisible) { // entering\n\t\t\t\t\t\t\ta.isVisible && entering.push(a);\n\t\t\t\t\t\t\tcomps.splice(i--, 1);\n\t\t\t\t\t\t} else if (!a.isVisible) { // leaving\n\t\t\t\t\t\t\tb.css = a.css;\n\t\t\t\t\t\t\tleaving.push(b);\n\t\t\t\t\t\t\tcomps.splice(i--, 1);\n\t\t\t\t\t\t\tabsolute && nested && _fit(a, b, scale, props);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (!scale) {\n\t\t\t\t\t\tel.style.maxWidth = Math.max(a.width, b.width) + \"px\";\n\t\t\t\t\t\tel.style.maxHeight = Math.max(a.height, b.height) + \"px\";\n\t\t\t\t\t\tel.style.minWidth = Math.min(a.width, b.width) + \"px\";\n\t\t\t\t\t\tel.style.minHeight = Math.min(a.height, b.height) + \"px\";\n\t\t\t\t\t}\n\t\t\t\t\tnested && toggleClass && el.classList.add(toggleClass);\n\t\t\t\t}\n\t\t\t\tfinalStates.push(a);\n\t\t\t}\n\t\t\tlet classTargets;\n\t\t\tif (toggleClass) {\n\t\t\t\tclassTargets = finalStates.map(s => s.element);\n\t\t\t\tnested && classTargets.forEach(e => e.classList.remove(toggleClass)); // there could be a delay, so don't leave the classes applied (we'll do it in a timeline callback)\n\t\t\t}\n\n\t\t\t_lockBodyScroll(false);\n\n\t\t\tif (scale) {\n\t\t\t\ttweenVars.scaleX = i => comps[i].a.scaleX;\n\t\t\t\ttweenVars.scaleY = i => comps[i].a.scaleY;\n\t\t\t} else {\n\t\t\t\ttweenVars.width = i => comps[i].a.width + \"px\";\n\t\t\t\ttweenVars.height = i => comps[i].a.height + \"px\";\n\t\t\t\ttweenVars.autoRound = vars.autoRound || false;\n\t\t\t}\n\t\t\ttweenVars.x = i => comps[i].a.x + \"px\";\n\t\t\ttweenVars.y = i => comps[i].a.y + \"px\";\n\t\t\ttweenVars.rotation = i => comps[i].a.rotation + (spin ? spinFunc(i, targets[i], targets) * 360 : 0);\n\t\t\ttweenVars.skewX = i => comps[i].a.skewX;\n\n\t\t\ttargets = comps.map(c => c.t);\n\n\t\t\tif (zIndex || zIndex === 0) {\n\t\t\t\ttweenVars.modifiers = {zIndex: () => zIndex};\n\t\t\t\ttweenVars.zIndex = zIndex;\n\t\t\t\ttweenVars.immediateRender = vars.immediateRender !== false;\n\t\t\t}\n\n\t\t\tfade && (tweenVars.opacity = i => comps[i].sd < 0 ? 0 : comps[i].sd > 0 ? comps[i].a.opacity : \"+=0\");\n\n\t\t\tif (swapOutTargets.length) {\n\t\t\t\tstagger = gsap.utils.distribute(stagger);\n\t\t\t\tlet dummyArray = targets.slice(swapOutTargets.length);\n\t\t\t\ttweenVars.stagger = (i, el) => stagger(~swapOutTargets.indexOf(el) ? targets.indexOf(comps[i].swap.t) : i, el, dummyArray);\n\t\t\t}\n\n\t\t\t// // for testing...\n\t\t\t// gsap.delayedCall(vars.data ? 50 : 1, function() {\n\t\t\t// \tanimation.eventCallback(\"onComplete\", () => _setFinalStates(comps, !clearProps));\n\t\t\t// \taddFunc.call(animation, targets, tweenVars, 0).play();\n\t\t\t// });\n\t\t\t// return;\n\n\t\t\t_callbacks.forEach(name => vars[name] && animation.eventCallback(name, vars[name], vars[name + \"Params\"])); // apply callbacks to the timeline, not tweens (because \"custom\" timing can make multiple tweens)\n\n\t\t\tif (custom && targets.length) { // bust out the custom properties as their own tweens so they can use different eases, durations, etc.\n\t\t\t\tremainingProps = _copy(tweenVars, _reserved);\n\t\t\t\tif (\"scale\" in custom) {\n\t\t\t\t\tcustom.scaleX = custom.scaleY = custom.scale;\n\t\t\t\t\tdelete custom.scale;\n\t\t\t\t}\n\t\t\t\tfor (p in custom) {\n\t\t\t\t\tv = _copy(custom[p], _fitReserved);\n\t\t\t\t\tv[p] = tweenVars[p];\n\t\t\t\t\t!(\"duration\" in v) && (\"duration\" in tweenVars) && (v.duration = tweenVars.duration);\n\t\t\t\t\tv.stagger = tweenVars.stagger;\n\t\t\t\t\taddFunc.call(animation, targets, v, 0);\n\t\t\t\t\tdelete remainingProps[p];\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (targets.length || leaving.length || entering.length) {\n\t\t\t\ttoggleClass && animation.add(() => _toggleClass(classTargets, toggleClass, animation._zTime < 0 ? \"remove\" : \"add\"), 0) && !paused && _toggleClass(classTargets, toggleClass, \"add\");\n\t\t\t\ttargets.length && addFunc.call(animation, targets, remainingProps, 0);\n\t\t\t}\n\n\t\t\t_handleCallback(onEnter, entering, animation);\n\t\t\t_handleCallback(onLeave, leaving, animation);\n\n\t\t\tlet batchTl = _batch && _batch.timeline;\n\n\t\t\tif (batchTl) {\n\t\t\t\tbatchTl.add(animation, 0);\n\t\t\t\t_batch._final.push(() => _setFinalStates(comps, !clearProps));\n\t\t\t}\n\n\t\t\tendTime = animation.duration();\n\t\t\tanimation.call(() => {\n\t\t\t\tlet forward = animation.time() >= endTime;\n\t\t\t\tforward && !batchTl && _setFinalStates(comps, !clearProps);\n\t\t\t\ttoggleClass && _toggleClass(classTargets, toggleClass, forward ? \"remove\" : \"add\");\n\t\t\t});\n\t\t};\n\n\t\tabsoluteOnLeave && (absolute = comps.filter(comp => !comp.sd && !comp.a.isVisible && comp.b.isVisible).map(comp => comp.a.element));\n\t\tif (_batch) {\n\t\t\tabsolute && _batch._abs.push(..._filterComps(comps, absolute));\n\t\t\t_batch._run.push(run);\n\t\t} else {\n\t\t\tabsolute && _makeCompsAbsolute(_filterComps(comps, absolute)); // when making absolute, we must go in a very particular order so that document flow changes don't affect things. Don't make it visible if both the before and after states are invisible! There's no point, and it could make things appear visible during the flip that shouldn't be.\n\t\t\trun();\n\t\t}\n\n\t\treturn _batch ? _batch.timeline : animation;\n\t},\n\t_interrupt = tl => {\n\t\ttl.vars.onInterrupt && tl.vars.onInterrupt.apply(tl, tl.vars.onInterruptParams || []);\n\t\ttl.getChildren(true, false, true).forEach(_interrupt);\n\t},\n\t_killFlip = (tl, action) => { // action: 0 = nothing, 1 = complete, 2 = only kill (don't complete)\n\t\tif (tl && tl.progress() < 1 && !tl.paused()) {\n\t\t\tif (action) {\n\t\t\t\t_interrupt(tl);\n\t\t\t\taction < 2 && tl.progress(1); // we should also kill it in case it was added to a parent timeline.\n\t\t\t\ttl.kill();\n\t\t\t}\n\t\t\treturn true;\n\t\t}\n\t},\n\t_createLookup = state => {\n\t\tlet lookup = state.idLookup = {},\n\t\t\talt = state.alt = {},\n\t\t\telStates = state.elementStates,\n\t\t\ti = elStates.length,\n\t\t\telState;\n\t\twhile (i--) {\n\t\t\telState = elStates[i];\n\t\t\tlookup[elState.id] ? (alt[elState.id] = elState) : (lookup[elState.id] = elState);\n\t\t}\n\t};\n\n\n\n\n\n\nclass FlipState {\n\n\tconstructor(targets, vars, targetsAreElementStates) {\n\t\tthis.props = vars && vars.props;\n\t\tthis.simple = !!(vars && vars.simple);\n\t\tif (targetsAreElementStates) {\n\t\t\tthis.targets = _elementsFromElementStates(targets);\n\t\t\tthis.elementStates = targets;\n\t\t\t_createLookup(this);\n\t\t} else {\n\t\t\tthis.targets = _toArray(targets);\n\t\t\tlet soft = vars && (vars.kill === false || (vars.batch && !vars.kill));\n\t\t\t_batch && !soft && _batch._kill.push(this);\n\t\t\tthis.update(soft || !!_batch); // when batching, don't force in-progress flips to their end; we need to do that AFTER all getStates() are called.\n\t\t}\n\t}\n\n\tupdate(soft) {\n\t\tthis.elementStates = this.targets.map(el => new ElementState(el, this.props, this.simple));\n\t\t_createLookup(this);\n\t\tthis.interrupt(soft);\n\t\tthis.recordInlineStyles();\n\t\treturn this;\n\t}\n\n\tclear() {\n\t\tthis.targets.length = this.elementStates.length = 0;\n\t\t_createLookup(this);\n\t\treturn this;\n\t}\n\n\tfit(state, scale, nested) {\n\t\tlet elStatesInOrder = _orderByDOMDepth(this.elementStates.slice(0), false, true),\n\t\t\ttoElStates = (state || this).idLookup,\n\t\t\ti = 0,\n\t\t\tfromNode, toNode;\n\t\tfor (; i < elStatesInOrder.length; i++) {\n\t\t\tfromNode = elStatesInOrder[i];\n\t\t\tnested && (fromNode.matrix = getGlobalMatrix(fromNode.element, false, false, true)); // moving a parent affects the position of children\n\t\t\ttoNode = toElStates[fromNode.id];\n\t\t\ttoNode && _fit(fromNode, toNode, scale, true, 0, fromNode);\n\t\t\tfromNode.matrix = getGlobalMatrix(fromNode.element, false, false, true);\n\t\t}\n\t\treturn this;\n\t}\n\n\tgetProperty(element, property) {\n\t\tlet es = this.getElementState(element) || _emptyObj;\n\t\treturn (property in es ? es : es.props || _emptyObj)[property];\n\t}\n\n\tadd(state) {\n\t\tlet i = state.targets.length,\n\t\t\tlookup = this.idLookup,\n\t\t\talt = this.alt,\n\t\t\tindex, es, es2;\n\t\twhile (i--) {\n\t\t\tes = state.elementStates[i];\n\t\t\tes2 = lookup[es.id];\n\t\t\tif (es2 && (es.element === es2.element || (alt[es.id] && alt[es.id].element === es.element))) { // if the flip id is already in this FlipState, replace it!\n\t\t\t\tindex = this.elementStates.indexOf(es.element === es2.element ? es2 : alt[es.id]);\n\t\t\t\tthis.targets.splice(index, 1, state.targets[i]);\n\t\t\t\tthis.elementStates.splice(index, 1, es);\n\t\t\t} else {\n\t\t\t\tthis.targets.push(state.targets[i]);\n\t\t\t\tthis.elementStates.push(es);\n\t\t\t}\n\t\t}\n\t\tstate.interrupted && (this.interrupted = true);\n\t\tstate.simple || (this.simple = false);\n\t\t_createLookup(this);\n\t\treturn this;\n\t}\n\n\tcompare(state) {\n\t\tlet l1 = state.idLookup,\n\t\t\tl2 = this.idLookup,\n\t\t\tunchanged = [],\n\t\t\tchanged = [],\n\t\t\tenter = [],\n\t\t\tleave = [],\n\t\t\ttargets = [],\n\t\t\ta1 = state.alt,\n\t\t\ta2 = this.alt,\n\t\t\tplace = (s1, s2, el) => (s1.isVisible !== s2.isVisible ? (s1.isVisible ? enter : leave) : s1.isVisible ? changed : unchanged).push(el) && targets.push(el),\n\t\t\tplaceIfDoesNotExist = (s1, s2, el) => targets.indexOf(el) < 0 && place(s1, s2, el),\n\t\t\ts1, s2, p, el, s1Alt, s2Alt, c1, c2;\n\t\tfor (p in l1) {\n\t\t\ts1Alt = a1[p];\n\t\t\ts2Alt = a2[p];\n\t\t\ts1 = !s1Alt ? l1[p] : _getChangingElState(state, this, p);\n\t\t\tel = s1.element;\n\t\t\ts2 = l2[p];\n\t\t\tif (s2Alt) {\n\t\t\t\tc2 = s2.isVisible || (!s2Alt.isVisible && el === s2.element) ? s2 : s2Alt;\n\t\t\t\tc1 = s1Alt && !s1.isVisible && !s1Alt.isVisible && c2.element === s1Alt.element ? s1Alt : s1;\n\t\t\t\t//c1.element !== c2.element && c1.element === s2.element && (c2 = s2);\n\t\t\t\tif (c1.isVisible && c2.isVisible && c1.element !== c2.element) { // swapping, so force into \"changed\" array\n\t\t\t\t\t(c1.isDifferent(c2) ? changed : unchanged).push(c1.element, c2.element);\n\t\t\t\t\ttargets.push(c1.element, c2.element);\n\t\t\t\t} else {\n\t\t\t\t\tplace(c1, c2, c1.element);\n\t\t\t\t}\n\t\t\t\ts1Alt && c1.element === s1Alt.element && (s1Alt = l1[p]);\n\t\t\t\tplaceIfDoesNotExist(c1.element !== s2.element && s1Alt ? s1Alt : c1, s2, s2.element);\n\t\t\t\tplaceIfDoesNotExist(s1Alt && s1Alt.element === s2Alt.element ? s1Alt : c1, s2Alt, s2Alt.element);\n\t\t\t\ts1Alt && placeIfDoesNotExist(s1Alt, s2Alt.element === s1Alt.element ? s2Alt : s2, s1Alt.element);\n\t\t\t} else {\n\t\t\t\t!s2 ? enter.push(el) : !s2.isDifferent(s1) ? unchanged.push(el) : place(s1, s2, el);\n\t\t\t\ts1Alt && placeIfDoesNotExist(s1Alt, s2, s1Alt.element);\n\t\t\t}\n\t\t}\n\t\tfor (p in l2) {\n\t\t\tif (!l1[p]) {\n\t\t\t\tleave.push(l2[p].element);\n\t\t\t\ta2[p] && leave.push(a2[p].element);\n\t\t\t}\n\t\t}\n\t\treturn {changed, unchanged, enter, leave};\n\t}\n\n\trecordInlineStyles() {\n\t\tlet props = _memoizedRemoveProps[this.props] || _removeProps,\n\t\t\ti = this.elementStates.length;\n\t\twhile (i--) {\n\t\t\t_recordInlineStyles(this.elementStates[i], props);\n\t\t}\n\t}\n\n\tinterrupt(soft) { // soft = DON'T force in-progress flip animations to completion (like when running a batch, we can't immediately kill flips when getting states because it could contaminate positioning and other .getState() calls that will run in the batch (we kill AFTER all the .getState() calls complete).\n\t\tlet timelines = [];\n\t\tthis.targets.forEach(t => {\n\t\t\tlet tl = t._flip,\n\t\t\t\tfoundInProgress = _killFlip(tl, soft ? 0 : 1);\n\t\t\tsoft && foundInProgress && timelines.indexOf(tl) < 0 && tl.add(() => this.updateVisibility());\n\t\t\tfoundInProgress && timelines.push(tl);\n\t\t});\n\t\t!soft && timelines.length && this.updateVisibility(); // if we found an in-progress Flip animation, we must record all the values in their current state at that point BUT we should update the isVisible value AFTER pushing that flip to completion so that elements that are entering or leaving will populate those Arrays properly.\n\t\tthis.interrupted || (this.interrupted = !!timelines.length);\n\t}\n\n\tupdateVisibility() {\n\t\tthis.elementStates.forEach(es => {\n\t\t\tlet b = es.element.getBoundingClientRect();\n\t\t\tes.isVisible = !!(b.width || b.height || b.top || b.left);\n\t\t\tes.uncache = 1;\n\t\t});\n\t}\n\n\tgetElementState(element) {\n\t\treturn this.elementStates[this.targets.indexOf(_getEl(element))];\n\t}\n\n\tmakeAbsolute() {\n\t\treturn _orderByDOMDepth(this.elementStates.slice(0), true, true).map(_makeAbsolute);\n\t}\n\n}\n\n\n\nclass ElementState {\n\n\tconstructor(element, props, simple) {\n\t\tthis.element = element;\n\t\tthis.update(props, simple);\n\t}\n\n\tisDifferent(state) {\n\t\tlet b1 = this.bounds,\n\t\t\tb2 = state.bounds;\n\t\treturn b1.top !== b2.top || b1.left !== b2.left || b1.width !== b2.width || b1.height !== b2.height || !this.matrix.equals(state.matrix) || this.opacity !== state.opacity || (this.props && state.props && JSON.stringify(this.props) !== JSON.stringify(state.props));\n\t}\n\n\tupdate(props, simple) {\n\t\tlet self = this,\n\t\t\telement = self.element,\n\t\t\tgetProp = gsap.getProperty(element),\n\t\t\tcache = gsap.core.getCache(element),\n\t\t\tbounds = element.getBoundingClientRect(),\n\t\t\tbbox = element.getBBox && typeof(element.getBBox) === \"function\" && element.nodeName.toLowerCase() !== \"svg\" && element.getBBox(),\n\t\t\tm = simple ? new Matrix2D(1, 0, 0, 1, bounds.left + _getDocScrollLeft(), bounds.top + _getDocScrollTop()) : getGlobalMatrix(element, false, false, true);\n\t\tself.getProp = getProp;\n\t\tself.element = element;\n\t\tself.id = _getID(element);\n\t\tself.matrix = m;\n\t\tself.cache = cache;\n\t\tself.bounds = bounds;\n\t\tself.isVisible = !!(bounds.width || bounds.height || bounds.left || bounds.top);\n\t\tself.display = getProp(\"display\");\n\t\tself.position = getProp(\"position\");\n\t\tself.parent = element.parentNode;\n\t\tself.x = getProp(\"x\");\n\t\tself.y = getProp(\"y\");\n\t\tself.scaleX = cache.scaleX;\n\t\tself.scaleY = cache.scaleY;\n\t\tself.rotation = getProp(\"rotation\");\n\t\tself.skewX = getProp(\"skewX\");\n\t\tself.opacity = getProp(\"opacity\");\n\t\tself.width = bbox ? bbox.width : _closestTenth(getProp(\"width\", \"px\"), 0.04); // round up to the closest 0.1 so that text doesn't wrap.\n\t\tself.height = bbox ? bbox.height : _closestTenth(getProp(\"height\", \"px\"), 0.04);\n\t\tprops && _recordProps(self, _memoizedProps[props] || _memoizeProps(props));\n\t\tself.ctm = element.getCTM && element.nodeName.toLowerCase() === \"svg\" && _getCTM(element).inverse();\n\t\tself.simple = simple || (_round(m.a) === 1 && !_round(m.b) && !_round(m.c) && _round(m.d) === 1); // allows us to speed through some other tasks if it's not scale/rotated\n\t\tself.uncache = 0;\n\t}\n\n}\n\nclass FlipAction {\n\tconstructor(vars, batch) {\n\t\tthis.vars = vars;\n\t\tthis.batch = batch;\n\t\tthis.states = [];\n\t\tthis.timeline = batch.timeline;\n\t}\n\n\tgetStateById(id) {\n\t\tlet i = this.states.length;\n\t\twhile (i--) {\n\t\t\tif (this.states[i].idLookup[id]) {\n\t\t\t\treturn this.states[i];\n\t\t\t}\n\t\t}\n\t}\n\n\tkill() {\n\t\tthis.batch.remove(this);\n\t}\n}\n\nclass FlipBatch {\n\tconstructor(id) {\n\t\tthis.id = id;\n\t\tthis.actions = [];\n\t\tthis._kill = [];\n\t\tthis._final = [];\n\t\tthis._abs = [];\n\t\tthis._run = [];\n\t\tthis.data = {};\n\t\tthis.state = new FlipState();\n\t\tthis.timeline = gsap.timeline();\n\t}\n\n\tadd(config) {\n\t\tlet result = this.actions.filter(action => action.vars === config);\n\t\tif (result.length) {\n\t\t\treturn result[0];\n\t\t}\n\t\tresult = new FlipAction(typeof(config) === \"function\" ? {animate: config} : config, this);\n\t\tthis.actions.push(result);\n\t\treturn result;\n\t}\n\n\tremove(action) {\n\t\tlet i = this.actions.indexOf(action);\n\t\ti >= 0 && this.actions.splice(i, 1);\n\t\treturn this;\n\t}\n\n\tgetState(merge) {\n\t\tlet prevBatch = _batch,\n\t\t\tprevAction = _batchAction;\n\t\t_batch = this;\n\t\tthis.state.clear();\n\t\tthis._kill.length = 0;\n\t\tthis.actions.forEach(action => {\n\t\t\tif (action.vars.getState) {\n\t\t\t\taction.states.length = 0;\n\t\t\t\t_batchAction = action;\n\t\t\t\taction.state = action.vars.getState(action);\n\t\t\t}\n\t\t\tmerge && action.states.forEach(s => this.state.add(s));\n\t\t});\n\t\t_batchAction = prevAction;\n\t\t_batch = prevBatch;\n\t\tthis.killConflicts();\n\t\treturn this;\n\t}\n\n\tanimate() {\n\t\tlet prevBatch = _batch,\n\t\t\ttl = this.timeline,\n\t\t\ti = this.actions.length,\n\t\t\tfinalStates, endTime;\n\t\t_batch = this;\n\t\ttl.clear();\n\t\tthis._abs.length = this._final.length = this._run.length = 0;\n\t\tthis.actions.forEach(a => {\n\t\t\ta.vars.animate && a.vars.animate(a);\n\t\t\tlet onEnter = a.vars.onEnter,\n\t\t\t\tonLeave = a.vars.onLeave,\n\t\t\t\ttargets = a.targets, s, result;\n\t\t\tif (targets && targets.length && (onEnter || onLeave)) {\n\t\t\t\ts = new FlipState();\n\t\t\t\ta.states.forEach(state => s.add(state));\n\t\t\t\tresult = s.compare(Flip.getState(targets));\n\t\t\t\tresult.enter.length && onEnter && onEnter(result.enter);\n\t\t\t\tresult.leave.length && onLeave && onLeave(result.leave);\n\t\t\t}\n\t\t});\n\t\t_makeCompsAbsolute(this._abs);\n\t\tthis._run.forEach(f => f());\n\t\tendTime = tl.duration();\n\t\tfinalStates = this._final.slice(0);\n\t\ttl.add(() => {\n\t\t\tif (endTime <= tl.time()) { // only call if moving forward in the timeline (in case it's nested in a timeline that gets reversed)\n\t\t\t\tfinalStates.forEach(f => f());\n\t\t\t\t_forEachBatch(this, \"onComplete\");\n\t\t\t}\n\t\t});\n\t\t_batch = prevBatch;\n\t\twhile (i--) {\n\t\t\tthis.actions[i].vars.once && this.actions[i].kill();\n\t\t}\n\t\t_forEachBatch(this, \"onStart\");\n\t\ttl.restart();\n\t\treturn this;\n\t}\n\n\tloadState(done) {\n\t\tdone || (done = () => 0);\n\t\tlet queue = [];\n\t\tthis.actions.forEach(c => {\n\t\t\tif (c.vars.loadState) {\n\t\t\t\tlet i, f = targets => {\n\t\t\t\t\ttargets && (c.targets = targets);\n\t\t\t\t\ti = queue.indexOf(f);\n\t\t\t\t\tif (~i) {\n\t\t\t\t\t\tqueue.splice(i, 1);\n\t\t\t\t\t\tqueue.length || done();\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t\tqueue.push(f);\n\t\t\t\tc.vars.loadState(f);\n\t\t\t}\n\t\t});\n\t\tqueue.length || done();\n\t\treturn this;\n\t}\n\n\tsetState() {\n\t\tthis.actions.forEach(c => c.targets = c.vars.setState && c.vars.setState(c));\n\t\treturn this;\n\t}\n\n\tkillConflicts(soft) {\n\t\tthis.state.interrupt(soft);\n\t\tthis._kill.forEach(state => state.interrupt(soft));\n\t\treturn this;\n\t}\n\n\trun(skipGetState, merge) {\n\t\tif (this !== _batch) {\n\t\t\tskipGetState || this.getState(merge);\n\t\t\tthis.loadState(() => {\n\t\t\t\tif (!this._killed) {\n\t\t\t\t\tthis.setState();\n\t\t\t\t\tthis.animate();\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t\treturn this;\n\t}\n\n\tclear(stateOnly) {\n\t\tthis.state.clear();\n\t\tstateOnly || (this.actions.length = 0);\n\t}\n\n\tgetStateById(id) {\n\t\tlet i = this.actions.length,\n\t\t\ts;\n\t\twhile (i--) {\n\t\t\ts = this.actions[i].getStateById(id);\n\t\t\tif (s) {\n\t\t\t\treturn s;\n\t\t\t}\n\t\t}\n\t\treturn this.state.idLookup[id] && this.state;\n\t}\n\n\tkill() {\n\t\tthis._killed = 1;\n\t\tthis.clear();\n\t\tdelete _batchLookup[this.id];\n\t}\n}\n\n\nexport class Flip {\n\n\tstatic getState(targets, vars) {\n\t\tlet state = _parseState(targets, vars);\n\t\t_batchAction && _batchAction.states.push(state);\n\t\tvars && vars.batch && Flip.batch(vars.batch).state.add(state);\n\t\treturn state;\n\t}\n\n\tstatic from(state, vars) {\n\t\tvars = vars || {};\n\t\t(\"clearProps\" in vars) || (vars.clearProps = true);\n\t\treturn _fromTo(state, _parseState(vars.targets || state.targets, {props: vars.props || state.props, simple: vars.simple, kill: !!vars.kill}), vars, -1);\n\t}\n\n\tstatic to(state, vars) {\n\t\treturn _fromTo(state, _parseState(vars.targets || state.targets, {props: vars.props || state.props, simple: vars.simple, kill: !!vars.kill}), vars, 1);\n\t}\n\n\tstatic fromTo(fromState, toState, vars) {\n\t\treturn _fromTo(fromState, toState, vars);\n\t}\n\n\tstatic fit(fromEl, toEl, vars) {\n\t\tlet v = vars ? _copy(vars, _fitReserved) : {},\n\t\t\t{absolute, scale, getVars, props, runBackwards, onComplete, simple} = vars || v,\n\t\t\tfitChild = vars && vars.fitChild && _getEl(vars.fitChild),\n\t\t\tbefore = _parseElementState(toEl, props, simple, fromEl),\n\t\t\tafter = _parseElementState(fromEl, 0, simple, before),\n\t\t\tinlineProps = props ? _memoizedRemoveProps[props] : _removeProps;\n\t\tprops && _applyProps(v, before.props);\n\t\tif (runBackwards) {\n\t\t\t_recordInlineStyles(after, inlineProps);\n\t\t\t(\"immediateRender\" in v) || (v.immediateRender = true);\n\t\t\tv.onComplete = function() {\n\t\t\t\t_applyInlineStyles(after);\n\t\t\t\tonComplete && onComplete.apply(this, arguments);\n\t\t\t};\n\t\t}\n\t\tabsolute && _makeAbsolute(after, before);\n\t\tv = _fit(after, before, scale || fitChild, props, fitChild, v.duration || getVars ? v : 0);\n\t\treturn getVars ? v : v.duration ? gsap.to(after.element, v) : null;\n\t}\n\n\tstatic makeAbsolute(targetsOrStates, vars) {\n\t\treturn (targetsOrStates instanceof FlipState ? targetsOrStates : new FlipState(targetsOrStates, vars)).makeAbsolute();\n\t}\n\n\tstatic batch(id) {\n\t\tid || (id = \"default\");\n\t\treturn _batchLookup[id] || (_batchLookup[id] = new FlipBatch(id));\n\t}\n\n\tstatic killFlipsOf(targets, complete) {\n\t\t(targets instanceof FlipState ? targets.targets : _toArray(targets)).forEach(t => t && _killFlip(t._flip, complete !== false ? 1 : 2));\n\t}\n\n\tstatic isFlipping(target) {\n\t\tlet f = Flip.getByTarget(target);\n\t\treturn !!f && f.isActive();\n\t}\n\n\tstatic getByTarget(target) {\n\t\treturn (_getEl(target) || _emptyObj)._flip;\n\t}\n\n\tstatic getElementState(target, props) {\n\t\treturn new ElementState(_getEl(target), props);\n\t}\n\n\tstatic convertCoordinates(fromElement, toElement, point) {\n\t\tlet m = getGlobalMatrix(toElement, true, true).multiply(getGlobalMatrix(fromElement));\n\t\treturn point ? m.apply(point) : m;\n\t}\n\n\n\tstatic register(core) {\n\t\t_body = typeof(document) !== \"undefined\" && document.body;\n\t\tif (_body) {\n\t\t\tgsap = core;\n\t\t\t_setDoc(_body);\n\t\t\t_toArray = gsap.utils.toArray;\n\t\t\tlet snap = gsap.utils.snap(0.1);\n\t\t\t_closestTenth = (value, add) => snap(parseFloat(value) + add);\n\t\t}\n\t}\n}\n\nFlip.version = \"3.9.1\";\n\n// function whenImagesLoad(el, func) {\n// \tlet pending = [],\n// \t\tonLoad = e => {\n// \t\t\tpending.splice(pending.indexOf(e.target), 1);\n// \t\t\te.target.removeEventListener(\"load\", onLoad);\n// \t\t\tpending.length || func();\n// \t\t};\n// \tgsap.utils.toArray(el.tagName.toLowerCase() === \"img\" ? el : el.querySelectorAll(\"img\")).forEach(img => img.complete || img.addEventListener(\"load\", onLoad) || pending.push(img));\n// 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