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{"dependencies":[{"name":"@babel/runtime/helpers/interopRequireDefault","data":{"asyncType":null,"isESMImport":false,"locs":[],"key":"kslwqCIsh6ew+I1KeA1rlVRjsAk=","exportNames":["*"]}},{"name":"@babel/runtime/helpers/objectWithoutPropertiesLoose","data":{"asyncType":null,"isESMImport":true,"locs":[{"start":{"line":13,"column":0,"index":225},"end":{"line":13,"column":96,"index":321}}],"key":"h/v2q98AsT4QTiU2QmCS7mQfUgY=","exportNames":["*"]}},{"name":"@babel/runtime/helpers/objectSpread2","data":{"asyncType":null,"isESMImport":true,"locs":[{"start":{"line":14,"column":0,"index":322},"end":{"line":14,"column":65,"index":387}}],"key":"SfRhzMj3Ex6qA89WTFEUm9Lj49A=","exportNames":["*"]}},{"name":"../../modules/AccessibilityUtil","data":{"asyncType":null,"isESMImport":true,"locs":[{"start":{"line":15,"column":0,"index":388},"end":{"line":15,"column":64,"index":452}}],"key":"R+Y/gtGxPP5h0s7mBrfSxbjV1hk=","exportNames":["*"]}},{"name":"./BoundingDimensions","data":{"asyncType":null,"isESMImport":true,"locs":[{"start":{"line":16,"column":0,"index":453},"end":{"line":16,"column":54,"index":507}}],"key":"wRmmv9+KDtDSt7ts2uoAqCj3gYI=","exportNames":["*"]}},{"name":"@react-native/normalize-colors","data":{"asyncType":null,"isESMImport":true,"locs":[{"start":{"line":17,"column":0,"index":508},"end":{"line":17,"column":60,"index":568}}],"key":"r6xNj+hfHNSiyr0OqQ2Fc9JYEeE=","exportNames":["*"]}},{"name":"./Position","data":{"asyncType":null,"isESMImport":true,"locs":[{"start":{"line":18,"column":0,"index":569},"end":{"line":18,"column":34,"index":603}}],"key":"fj/b4dS+Oryk2FPbPGSEKLv9mm0=","exportNames":["*"]}},{"name":"react","data":{"asyncType":null,"isESMImport":true,"locs":[{"start":{"line":19,"column":0,"index":604},"end":{"line":19,"column":26,"index":630}}],"key":"RtGiGa+/H7VrI7GDQDLhO1UbpU8=","exportNames":["*"]}},{"name":"../UIManager","data":{"asyncType":null,"isESMImport":true,"locs":[{"start":{"line":20,"column":0,"index":631},"end":{"line":20,"column":37,"index":668}}],"key":"QEvI6Qp5yj0uKHcpJuhn6T7mPD8=","exportNames":["*"]}},{"name":"../View","data":{"asyncType":null,"isESMImport":true,"locs":[{"start":{"line":21,"column":0,"index":669},"end":{"line":21,"column":27,"index":696}}],"key":"z+h67QhWT4Dd/ILcrpyPJ2FPLGs=","exportNames":["*"]}},{"name":"../../modules/warnOnce","data":{"asyncType":null,"isESMImport":true,"locs":[{"start":{"line":22,"column":0,"index":697},"end":{"line":22,"column":50,"index":747}}],"key":"C5M71K27EorI3sF0QNcrnJHly9c=","exportNames":["*"]}}],"output":[{"data":{"code":"__d(function (global, require, _$$_IMPORT_DEFAULT, _$$_IMPORT_ALL, module, exports, _dependencyMap) {\n /**\n * Copyright (c) Meta Platforms, Inc. and affiliates.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n *\n * \n * @format\n */\n\n 'use strict';\n\n var _interopRequireDefault = require(_dependencyMap[0], \"@babel/runtime/helpers/interopRequireDefault\");\n Object.defineProperty(exports, \"__esModule\", {\n value: true\n });\n exports.default = void 0;\n var _objectWithoutPropertiesLoose2 = _interopRequireDefault(require(_dependencyMap[1], \"@babel/runtime/helpers/objectWithoutPropertiesLoose\"));\n var _objectSpread2 = _interopRequireDefault(require(_dependencyMap[2], \"@babel/runtime/helpers/objectSpread2\"));\n var _AccessibilityUtil = _interopRequireDefault(require(_dependencyMap[3], \"../../modules/AccessibilityUtil\"));\n var _BoundingDimensions = _interopRequireDefault(require(_dependencyMap[4], \"./BoundingDimensions\"));\n var _normalizeColors = _interopRequireDefault(require(_dependencyMap[5], \"@react-native/normalize-colors\"));\n var _Position = _interopRequireDefault(require(_dependencyMap[6], \"./Position\"));\n var _react = _interopRequireDefault(require(_dependencyMap[7], \"react\"));\n var _UIManager = _interopRequireDefault(require(_dependencyMap[8], \"../UIManager\"));\n var _View = _interopRequireDefault(require(_dependencyMap[9], \"../View\"));\n var _warnOnce = require(_dependencyMap[10], \"../../modules/warnOnce\");\n var extractSingleTouch = nativeEvent => {\n var touches = nativeEvent.touches;\n var changedTouches = nativeEvent.changedTouches;\n var hasTouches = touches && touches.length > 0;\n var hasChangedTouches = changedTouches && changedTouches.length > 0;\n return !hasTouches && hasChangedTouches ? changedTouches[0] : hasTouches ? touches[0] : nativeEvent;\n };\n\n /**\n * `Touchable`: Taps done right.\n *\n * You hook your `ResponderEventPlugin` events into `Touchable`. `Touchable`\n * will measure time/geometry and tells you when to give feedback to the user.\n *\n * ====================== Touchable Tutorial ===============================\n * The `Touchable` mixin helps you handle the \"press\" interaction. It analyzes\n * the geometry of elements, and observes when another responder (scroll view\n * etc) has stolen the touch lock. It notifies your component when it should\n * give feedback to the user. (bouncing/highlighting/unhighlighting).\n *\n * - When a touch was activated (typically you highlight)\n * - When a touch was deactivated (typically you unhighlight)\n * - When a touch was \"pressed\" - a touch ended while still within the geometry\n * of the element, and no other element (like scroller) has \"stolen\" touch\n * lock (\"responder\") (Typically you bounce the element).\n *\n * A good tap interaction isn't as simple as you might think. There should be a\n * slight delay before showing a highlight when starting a touch. If a\n * subsequent touch move exceeds the boundary of the element, it should\n * unhighlight, but if that same touch is brought back within the boundary, it\n * should rehighlight again. A touch can move in and out of that boundary\n * several times, each time toggling highlighting, but a \"press\" is only\n * triggered if that touch ends while within the element's boundary and no\n * scroller (or anything else) has stolen the lock on touches.\n *\n * To create a new type of component that handles interaction using the\n * `Touchable` mixin, do the following:\n *\n * - Initialize the `Touchable` state.\n *\n * getInitialState: function() {\n * return merge(this.touchableGetInitialState(), yourComponentState);\n * }\n *\n * - Add a method to get your touchable component's node.\n * getTouchableNode: function() {\n * return this.touchableRef.current\n * }\n *\n * - Choose the rendered component who's touches should start the interactive\n * sequence. On that rendered node, forward all `Touchable` responder\n * handlers. You can choose any rendered node you like. Choose a node whose\n * hit target you'd like to instigate the interaction sequence:\n *\n * // In render function:\n * return (\n * <View\n * ref={this.touchableRef}\n * onStartShouldSetResponder={this.touchableHandleStartShouldSetResponder}\n * onResponderTerminationRequest={this.touchableHandleResponderTerminationRequest}\n * onResponderGrant={this.touchableHandleResponderGrant}\n * onResponderMove={this.touchableHandleResponderMove}\n * onResponderRelease={this.touchableHandleResponderRelease}\n * onResponderTerminate={this.touchableHandleResponderTerminate}>\n * <View>\n * Even though the hit detection/interactions are triggered by the\n * wrapping (typically larger) node, we usually end up implementing\n * custom logic that highlights this inner one.\n * </View>\n * </View>\n * );\n *\n * - You may set up your own handlers for each of these events, so long as you\n * also invoke the `touchable*` handlers inside of your custom handler.\n *\n * - Implement the handlers on your component class in order to provide\n * feedback to the user. See documentation for each of these class methods\n * that you should implement.\n *\n * touchableHandlePress: function() {\n * this.performBounceAnimation(); // or whatever you want to do.\n * },\n * touchableHandleActivePressIn: function() {\n * this.beginHighlighting(...); // Whatever you like to convey activation\n * },\n * touchableHandleActivePressOut: function() {\n * this.endHighlighting(...); // Whatever you like to convey deactivation\n * },\n *\n * - There are more advanced methods you can implement (see documentation below):\n * touchableGetHighlightDelayMS: function() {\n * return 20;\n * }\n * // In practice, *always* use a predeclared constant (conserve memory).\n * touchableGetPressRectOffset: function() {\n * return {top: 20, left: 20, right: 20, bottom: 100};\n * }\n */\n\n /**\n * Touchable states.\n */\n\n var States = {\n NOT_RESPONDER: 'NOT_RESPONDER',\n // Not the responder\n RESPONDER_INACTIVE_PRESS_IN: 'RESPONDER_INACTIVE_PRESS_IN',\n // Responder, inactive, in the `PressRect`\n RESPONDER_INACTIVE_PRESS_OUT: 'RESPONDER_INACTIVE_PRESS_OUT',\n // Responder, inactive, out of `PressRect`\n RESPONDER_ACTIVE_PRESS_IN: 'RESPONDER_ACTIVE_PRESS_IN',\n // Responder, active, in the `PressRect`\n RESPONDER_ACTIVE_PRESS_OUT: 'RESPONDER_ACTIVE_PRESS_OUT',\n // Responder, active, out of `PressRect`\n RESPONDER_ACTIVE_LONG_PRESS_IN: 'RESPONDER_ACTIVE_LONG_PRESS_IN',\n // Responder, active, in the `PressRect`, after long press threshold\n RESPONDER_ACTIVE_LONG_PRESS_OUT: 'RESPONDER_ACTIVE_LONG_PRESS_OUT',\n // Responder, active, out of `PressRect`, after long press threshold\n ERROR: 'ERROR'\n };\n /*\n * Quick lookup map for states that are considered to be \"active\"\n */\n\n var baseStatesConditions = {\n NOT_RESPONDER: false,\n RESPONDER_INACTIVE_PRESS_IN: false,\n RESPONDER_INACTIVE_PRESS_OUT: false,\n RESPONDER_ACTIVE_PRESS_IN: false,\n RESPONDER_ACTIVE_PRESS_OUT: false,\n RESPONDER_ACTIVE_LONG_PRESS_IN: false,\n RESPONDER_ACTIVE_LONG_PRESS_OUT: false,\n ERROR: false\n };\n var IsActive = (0, _objectSpread2.default)((0, _objectSpread2.default)({}, baseStatesConditions), {}, {\n RESPONDER_ACTIVE_PRESS_OUT: true,\n RESPONDER_ACTIVE_PRESS_IN: true\n });\n\n /**\n * Quick lookup for states that are considered to be \"pressing\" and are\n * therefore eligible to result in a \"selection\" if the press stops.\n */\n var IsPressingIn = (0, _objectSpread2.default)((0, _objectSpread2.default)({}, baseStatesConditions), {}, {\n RESPONDER_INACTIVE_PRESS_IN: true,\n RESPONDER_ACTIVE_PRESS_IN: true,\n RESPONDER_ACTIVE_LONG_PRESS_IN: true\n });\n var IsLongPressingIn = (0, _objectSpread2.default)((0, _objectSpread2.default)({}, baseStatesConditions), {}, {\n RESPONDER_ACTIVE_LONG_PRESS_IN: true\n });\n\n /**\n * Inputs to the state machine.\n */\n var Signals = {\n DELAY: 'DELAY',\n RESPONDER_GRANT: 'RESPONDER_GRANT',\n RESPONDER_RELEASE: 'RESPONDER_RELEASE',\n RESPONDER_TERMINATED: 'RESPONDER_TERMINATED',\n ENTER_PRESS_RECT: 'ENTER_PRESS_RECT',\n LEAVE_PRESS_RECT: 'LEAVE_PRESS_RECT',\n LONG_PRESS_DETECTED: 'LONG_PRESS_DETECTED'\n };\n /**\n * Mapping from States x Signals => States\n */\n var Transitions = {\n NOT_RESPONDER: {\n DELAY: States.ERROR,\n RESPONDER_GRANT: States.RESPONDER_INACTIVE_PRESS_IN,\n RESPONDER_RELEASE: States.ERROR,\n RESPONDER_TERMINATED: States.ERROR,\n ENTER_PRESS_RECT: States.ERROR,\n LEAVE_PRESS_RECT: States.ERROR,\n LONG_PRESS_DETECTED: States.ERROR\n },\n RESPONDER_INACTIVE_PRESS_IN: {\n DELAY: States.RESPONDER_ACTIVE_PRESS_IN,\n RESPONDER_GRANT: States.ERROR,\n RESPONDER_RELEASE: States.NOT_RESPONDER,\n RESPONDER_TERMINATED: States.NOT_RESPONDER,\n ENTER_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_IN,\n LEAVE_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_OUT,\n LONG_PRESS_DETECTED: States.ERROR\n },\n RESPONDER_INACTIVE_PRESS_OUT: {\n DELAY: States.RESPONDER_ACTIVE_PRESS_OUT,\n RESPONDER_GRANT: States.ERROR,\n RESPONDER_RELEASE: States.NOT_RESPONDER,\n RESPONDER_TERMINATED: States.NOT_RESPONDER,\n ENTER_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_IN,\n LEAVE_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_OUT,\n LONG_PRESS_DETECTED: States.ERROR\n },\n RESPONDER_ACTIVE_PRESS_IN: {\n DELAY: States.ERROR,\n RESPONDER_GRANT: States.ERROR,\n RESPONDER_RELEASE: States.NOT_RESPONDER,\n RESPONDER_TERMINATED: States.NOT_RESPONDER,\n ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_IN,\n LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_OUT,\n LONG_PRESS_DETECTED: States.RESPONDER_ACTIVE_LONG_PRESS_IN\n },\n RESPONDER_ACTIVE_PRESS_OUT: {\n DELAY: States.ERROR,\n RESPONDER_GRANT: States.ERROR,\n RESPONDER_RELEASE: States.NOT_RESPONDER,\n RESPONDER_TERMINATED: States.NOT_RESPONDER,\n ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_IN,\n LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_OUT,\n LONG_PRESS_DETECTED: States.ERROR\n },\n RESPONDER_ACTIVE_LONG_PRESS_IN: {\n DELAY: States.ERROR,\n RESPONDER_GRANT: States.ERROR,\n RESPONDER_RELEASE: States.NOT_RESPONDER,\n RESPONDER_TERMINATED: States.NOT_RESPONDER,\n ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_IN,\n LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_OUT,\n LONG_PRESS_DETECTED: States.RESPONDER_ACTIVE_LONG_PRESS_IN\n },\n RESPONDER_ACTIVE_LONG_PRESS_OUT: {\n DELAY: States.ERROR,\n RESPONDER_GRANT: States.ERROR,\n RESPONDER_RELEASE: States.NOT_RESPONDER,\n RESPONDER_TERMINATED: States.NOT_RESPONDER,\n ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_IN,\n LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_OUT,\n LONG_PRESS_DETECTED: States.ERROR\n },\n error: {\n DELAY: States.NOT_RESPONDER,\n RESPONDER_GRANT: States.RESPONDER_INACTIVE_PRESS_IN,\n RESPONDER_RELEASE: States.NOT_RESPONDER,\n RESPONDER_TERMINATED: States.NOT_RESPONDER,\n ENTER_PRESS_RECT: States.NOT_RESPONDER,\n LEAVE_PRESS_RECT: States.NOT_RESPONDER,\n LONG_PRESS_DETECTED: States.NOT_RESPONDER\n }\n };\n\n // ==== Typical Constants for integrating into UI components ====\n // var HIT_EXPAND_PX = 20;\n // var HIT_VERT_OFFSET_PX = 10;\n var HIGHLIGHT_DELAY_MS = 130;\n var PRESS_EXPAND_PX = 20;\n var LONG_PRESS_THRESHOLD = 500;\n var LONG_PRESS_DELAY_MS = LONG_PRESS_THRESHOLD - HIGHLIGHT_DELAY_MS;\n var LONG_PRESS_ALLOWED_MOVEMENT = 10;\n\n // Default amount \"active\" region protrudes beyond box\n\n /**\n * By convention, methods prefixed with underscores are meant to be @private,\n * and not @protected. Mixers shouldn't access them - not even to provide them\n * as callback handlers.\n *\n *\n * ========== Geometry =========\n * `Touchable` only assumes that there exists a `HitRect` node. The `PressRect`\n * is an abstract box that is extended beyond the `HitRect`.\n *\n * +--------------------------+\n * | | - \"Start\" events in `HitRect` cause `HitRect`\n * | +--------------------+ | to become the responder.\n * | | +--------------+ | | - `HitRect` is typically expanded around\n * | | | | | | the `VisualRect`, but shifted downward.\n * | | | VisualRect | | | - After pressing down, after some delay,\n * | | | | | | and before letting up, the Visual React\n * | | +--------------+ | | will become \"active\". This makes it eligible\n * | | HitRect | | for being highlighted (so long as the\n * | +--------------------+ | press remains in the `PressRect`).\n * | PressRect o |\n * +----------------------|---+\n * Out Region |\n * +-----+ This gap between the `HitRect` and\n * `PressRect` allows a touch to move far away\n * from the original hit rect, and remain\n * highlighted, and eligible for a \"Press\".\n * Customize this via\n * `touchableGetPressRectOffset()`.\n *\n *\n *\n * ======= State Machine =======\n *\n * +-------------+ <---+ RESPONDER_RELEASE\n * |NOT_RESPONDER|\n * +-------------+ <---+ RESPONDER_TERMINATED\n * +\n * | RESPONDER_GRANT (HitRect)\n * v\n * +---------------------------+ DELAY +-------------------------+ T + DELAY +------------------------------+\n * |RESPONDER_INACTIVE_PRESS_IN|+-------->|RESPONDER_ACTIVE_PRESS_IN| +------------> |RESPONDER_ACTIVE_LONG_PRESS_IN|\n * +---------------------------+ +-------------------------+ +------------------------------+\n * + ^ + ^ + ^\n * |LEAVE_ |ENTER_ |LEAVE_ |ENTER_ |LEAVE_ |ENTER_\n * |PRESS_RECT |PRESS_RECT |PRESS_RECT |PRESS_RECT |PRESS_RECT |PRESS_RECT\n * | | | | | |\n * v + v + v +\n * +----------------------------+ DELAY +--------------------------+ +-------------------------------+\n * |RESPONDER_INACTIVE_PRESS_OUT|+------->|RESPONDER_ACTIVE_PRESS_OUT| |RESPONDER_ACTIVE_LONG_PRESS_OUT|\n * +----------------------------+ +--------------------------+ +-------------------------------+\n *\n * T + DELAY => LONG_PRESS_DELAY_MS + DELAY\n *\n * Not drawn are the side effects of each transition. The most important side\n * effect is the `touchableHandlePress` abstract method invocation that occurs\n * when a responder is released while in either of the \"Press\" states.\n *\n * The other important side effects are the highlight abstract method\n * invocations (internal callbacks) to be implemented by the mixer.\n *\n *\n * @lends Touchable.prototype\n */\n var TouchableMixin = {\n // HACK (part 1): basic support for touchable interactions using a keyboard\n componentDidMount: function componentDidMount() {\n (0, _warnOnce.warnOnce)('TouchableMixin', 'TouchableMixin is deprecated. Please use Pressable.');\n var touchableNode = this.getTouchableNode && this.getTouchableNode();\n if (touchableNode && touchableNode.addEventListener) {\n this._touchableBlurListener = e => {\n if (this._isTouchableKeyboardActive) {\n if (this.state.touchable.touchState && this.state.touchable.touchState !== States.NOT_RESPONDER) {\n this.touchableHandleResponderTerminate({\n nativeEvent: e\n });\n }\n this._isTouchableKeyboardActive = false;\n }\n };\n touchableNode.addEventListener('blur', this._touchableBlurListener);\n }\n },\n /**\n * Clear all timeouts on unmount\n */\n componentWillUnmount: function componentWillUnmount() {\n var touchableNode = this.getTouchableNode && this.getTouchableNode();\n if (touchableNode && touchableNode.addEventListener) {\n touchableNode.removeEventListener('blur', this._touchableBlurListener);\n }\n this.touchableDelayTimeout && clearTimeout(this.touchableDelayTimeout);\n this.longPressDelayTimeout && clearTimeout(this.longPressDelayTimeout);\n this.pressOutDelayTimeout && clearTimeout(this.pressOutDelayTimeout);\n // Clear DOM nodes\n this.pressInLocation = null;\n this.state.touchable.responderID = null;\n },\n /**\n * It's prefer that mixins determine state in this way, having the class\n * explicitly mix the state in the one and only `getInitialState` method.\n *\n * @return {object} State object to be placed inside of\n * `this.state.touchable`.\n */\n touchableGetInitialState: function touchableGetInitialState() {\n return {\n touchable: {\n touchState: undefined,\n responderID: null\n }\n };\n },\n // ==== Hooks to Gesture Responder system ====\n /**\n * Must return true if embedded in a native platform scroll view.\n */\n touchableHandleResponderTerminationRequest: function touchableHandleResponderTerminationRequest() {\n return !this.props.rejectResponderTermination;\n },\n /**\n * Must return true to start the process of `Touchable`.\n */\n touchableHandleStartShouldSetResponder: function touchableHandleStartShouldSetResponder() {\n return !this.props.disabled;\n },\n /**\n * Return true to cancel press on long press.\n */\n touchableLongPressCancelsPress: function touchableLongPressCancelsPress() {\n return true;\n },\n /**\n * Place as callback for a DOM element's `onResponderGrant` event.\n * @param {SyntheticEvent} e Synthetic event from event system.\n *\n */\n touchableHandleResponderGrant: function touchableHandleResponderGrant(e) {\n var dispatchID = e.currentTarget;\n // Since e is used in a callback invoked on another event loop\n // (as in setTimeout etc), we need to call e.persist() on the\n // event to make sure it doesn't get reused in the event object pool.\n e.persist();\n this.pressOutDelayTimeout && clearTimeout(this.pressOutDelayTimeout);\n this.pressOutDelayTimeout = null;\n this.state.touchable.touchState = States.NOT_RESPONDER;\n this.state.touchable.responderID = dispatchID;\n this._receiveSignal(Signals.RESPONDER_GRANT, e);\n var delayMS = this.touchableGetHighlightDelayMS !== undefined ? Math.max(this.touchableGetHighlightDelayMS(), 0) : HIGHLIGHT_DELAY_MS;\n delayMS = isNaN(delayMS) ? HIGHLIGHT_DELAY_MS : delayMS;\n if (delayMS !== 0) {\n this.touchableDelayTimeout = setTimeout(this._handleDelay.bind(this, e), delayMS);\n } else {\n this._handleDelay(e);\n }\n var longDelayMS = this.touchableGetLongPressDelayMS !== undefined ? Math.max(this.touchableGetLongPressDelayMS(), 10) : LONG_PRESS_DELAY_MS;\n longDelayMS = isNaN(longDelayMS) ? LONG_PRESS_DELAY_MS : longDelayMS;\n this.longPressDelayTimeout = setTimeout(this._handleLongDelay.bind(this, e), longDelayMS + delayMS);\n },\n /**\n * Place as callback for a DOM element's `onResponderRelease` event.\n */\n touchableHandleResponderRelease: function touchableHandleResponderRelease(e) {\n this.pressInLocation = null;\n this._receiveSignal(Signals.RESPONDER_RELEASE, e);\n },\n /**\n * Place as callback for a DOM element's `onResponderTerminate` event.\n */\n touchableHandleResponderTerminate: function touchableHandleResponderTerminate(e) {\n this.pressInLocation = null;\n this._receiveSignal(Signals.RESPONDER_TERMINATED, e);\n },\n /**\n * Place as callback for a DOM element's `onResponderMove` event.\n */\n touchableHandleResponderMove: function touchableHandleResponderMove(e) {\n // Measurement may not have returned yet.\n if (!this.state.touchable.positionOnActivate) {\n return;\n }\n var positionOnActivate = this.state.touchable.positionOnActivate;\n var dimensionsOnActivate = this.state.touchable.dimensionsOnActivate;\n var pressRectOffset = this.touchableGetPressRectOffset ? this.touchableGetPressRectOffset() : {\n left: PRESS_EXPAND_PX,\n right: PRESS_EXPAND_PX,\n top: PRESS_EXPAND_PX,\n bottom: PRESS_EXPAND_PX\n };\n var pressExpandLeft = pressRectOffset.left;\n var pressExpandTop = pressRectOffset.top;\n var pressExpandRight = pressRectOffset.right;\n var pressExpandBottom = pressRectOffset.bottom;\n var hitSlop = this.touchableGetHitSlop ? this.touchableGetHitSlop() : null;\n if (hitSlop) {\n pressExpandLeft += hitSlop.left || 0;\n pressExpandTop += hitSlop.top || 0;\n pressExpandRight += hitSlop.right || 0;\n pressExpandBottom += hitSlop.bottom || 0;\n }\n var touch = extractSingleTouch(e.nativeEvent);\n var pageX = touch && touch.pageX;\n var pageY = touch && touch.pageY;\n if (this.pressInLocation) {\n var movedDistance = this._getDistanceBetweenPoints(pageX, pageY, this.pressInLocation.pageX, this.pressInLocation.pageY);\n if (movedDistance > LONG_PRESS_ALLOWED_MOVEMENT) {\n this._cancelLongPressDelayTimeout();\n }\n }\n var isTouchWithinActive = pageX > positionOnActivate.left - pressExpandLeft && pageY > positionOnActivate.top - pressExpandTop && pageX < positionOnActivate.left + dimensionsOnActivate.width + pressExpandRight && pageY < positionOnActivate.top + dimensionsOnActivate.height + pressExpandBottom;\n if (isTouchWithinActive) {\n var prevState = this.state.touchable.touchState;\n this._receiveSignal(Signals.ENTER_PRESS_RECT, e);\n var curState = this.state.touchable.touchState;\n if (curState === States.RESPONDER_INACTIVE_PRESS_IN && prevState !== States.RESPONDER_INACTIVE_PRESS_IN) {\n // fix for t7967420\n this._cancelLongPressDelayTimeout();\n }\n } else {\n this._cancelLongPressDelayTimeout();\n this._receiveSignal(Signals.LEAVE_PRESS_RECT, e);\n }\n },\n /**\n * Invoked when the item receives focus. Mixers might override this to\n * visually distinguish the `VisualRect` so that the user knows that it\n * currently has the focus. Most platforms only support a single element being\n * focused at a time, in which case there may have been a previously focused\n * element that was blurred just prior to this. This can be overridden when\n * using `Touchable.Mixin.withoutDefaultFocusAndBlur`.\n */\n touchableHandleFocus: function touchableHandleFocus(e) {\n this.props.onFocus && this.props.onFocus(e);\n },\n /**\n * Invoked when the item loses focus. Mixers might override this to\n * visually distinguish the `VisualRect` so that the user knows that it\n * no longer has focus. Most platforms only support a single element being\n * focused at a time, in which case the focus may have moved to another.\n * This can be overridden when using\n * `Touchable.Mixin.withoutDefaultFocusAndBlur`.\n */\n touchableHandleBlur: function touchableHandleBlur(e) {\n this.props.onBlur && this.props.onBlur(e);\n },\n // ==== Abstract Application Callbacks ====\n\n /**\n * Invoked when the item should be highlighted. Mixers should implement this\n * to visually distinguish the `VisualRect` so that the user knows that\n * releasing a touch will result in a \"selection\" (analog to click).\n *\n * @abstract\n * touchableHandleActivePressIn: function,\n */\n\n /**\n * Invoked when the item is \"active\" (in that it is still eligible to become\n * a \"select\") but the touch has left the `PressRect`. Usually the mixer will\n * want to unhighlight the `VisualRect`. If the user (while pressing) moves\n * back into the `PressRect` `touchableHandleActivePressIn` will be invoked\n * again and the mixer should probably highlight the `VisualRect` again. This\n * event will not fire on an `touchEnd/mouseUp` event, only move events while\n * the user is depressing the mouse/touch.\n *\n * @abstract\n * touchableHandleActivePressOut: function\n */\n\n /**\n * Invoked when the item is \"selected\" - meaning the interaction ended by\n * letting up while the item was either in the state\n * `RESPONDER_ACTIVE_PRESS_IN` or `RESPONDER_INACTIVE_PRESS_IN`.\n *\n * @abstract\n * touchableHandlePress: function\n */\n\n /**\n * Invoked when the item is long pressed - meaning the interaction ended by\n * letting up while the item was in `RESPONDER_ACTIVE_LONG_PRESS_IN`. If\n * `touchableHandleLongPress` is *not* provided, `touchableHandlePress` will\n * be called as it normally is. If `touchableHandleLongPress` is provided, by\n * default any `touchableHandlePress` callback will not be invoked. To\n * override this default behavior, override `touchableLongPressCancelsPress`\n * to return false. As a result, `touchableHandlePress` will be called when\n * lifting up, even if `touchableHandleLongPress` has also been called.\n *\n * @abstract\n * touchableHandleLongPress: function\n */\n\n /**\n * Returns the number of millis to wait before triggering a highlight.\n *\n * @abstract\n * touchableGetHighlightDelayMS: function\n */\n\n /**\n * Returns the amount to extend the `HitRect` into the `PressRect`. Positive\n * numbers mean the size expands outwards.\n *\n * @abstract\n * touchableGetPressRectOffset: function\n */\n\n // ==== Internal Logic ====\n\n /**\n * Measures the `HitRect` node on activation. The Bounding rectangle is with\n * respect to viewport - not page, so adding the `pageXOffset/pageYOffset`\n * should result in points that are in the same coordinate system as an\n * event's `globalX/globalY` data values.\n *\n * - Consider caching this for the lifetime of the component, or possibly\n * being able to share this cache between any `ScrollMap` view.\n *\n * @sideeffects\n * @private\n */\n _remeasureMetricsOnActivation: function _remeasureMetricsOnActivation() {\n var tag = this.state.touchable.responderID;\n if (tag == null) {\n return;\n }\n _UIManager.default.measure(tag, this._handleQueryLayout);\n },\n _handleQueryLayout: function _handleQueryLayout(l, t, w, h, globalX, globalY) {\n //don't do anything UIManager failed to measure node\n if (!l && !t && !w && !h && !globalX && !globalY) {\n return;\n }\n this.state.touchable.positionOnActivate && _Position.default.release(this.state.touchable.positionOnActivate);\n this.state.touchable.dimensionsOnActivate &&\n // $FlowFixMe\n _BoundingDimensions.default.release(this.state.touchable.dimensionsOnActivate);\n this.state.touchable.positionOnActivate = _Position.default.getPooled(globalX, globalY);\n // $FlowFixMe\n this.state.touchable.dimensionsOnActivate = _BoundingDimensions.default.getPooled(w, h);\n },\n _handleDelay: function _handleDelay(e) {\n this.touchableDelayTimeout = null;\n this._receiveSignal(Signals.DELAY, e);\n },\n _handleLongDelay: function _handleLongDelay(e) {\n this.longPressDelayTimeout = null;\n var curState = this.state.touchable.touchState;\n if (curState !== States.RESPONDER_ACTIVE_PRESS_IN && curState !== States.RESPONDER_ACTIVE_LONG_PRESS_IN) {\n console.error('Attempted to transition from state `' + curState + '` to `' + States.RESPONDER_ACTIVE_LONG_PRESS_IN + '`, which is not supported. This is ' + 'most likely due to `Touchable.longPressDelayTimeout` not being cancelled.');\n } else {\n this._receiveSignal(Signals.LONG_PRESS_DETECTED, e);\n }\n },\n /**\n * Receives a state machine signal, performs side effects of the transition\n * and stores the new state. Validates the transition as well.\n *\n * @param {Signals} signal State machine signal.\n * @throws Error if invalid state transition or unrecognized signal.\n * @sideeffects\n */\n _receiveSignal: function _receiveSignal(signal, e) {\n var responderID = this.state.touchable.responderID;\n var curState = this.state.touchable.touchState;\n var nextState = Transitions[curState] && Transitions[curState][signal];\n if (!responderID && signal === Signals.RESPONDER_RELEASE) {\n return;\n }\n if (!nextState) {\n throw new Error('Unrecognized signal `' + signal + '` or state `' + curState + '` for Touchable responder `' + responderID + '`');\n }\n if (nextState === States.ERROR) {\n throw new Error('Touchable cannot transition from `' + curState + '` to `' + signal + '` for responder `' + responderID + '`');\n }\n if (curState !== nextState) {\n this._performSideEffectsForTransition(curState, nextState, signal, e);\n this.state.touchable.touchState = nextState;\n }\n },\n _cancelLongPressDelayTimeout: function _cancelLongPressDelayTimeout() {\n this.longPressDelayTimeout && clearTimeout(this.longPressDelayTimeout);\n this.longPressDelayTimeout = null;\n },\n _isHighlight: function _isHighlight(state) {\n return state === States.RESPONDER_ACTIVE_PRESS_IN || state === States.RESPONDER_ACTIVE_LONG_PRESS_IN;\n },\n _savePressInLocation: function _savePressInLocation(e) {\n var touch = extractSingleTouch(e.nativeEvent);\n var pageX = touch && touch.pageX;\n var pageY = touch && touch.pageY;\n var locationX = touch && touch.locationX;\n var locationY = touch && touch.locationY;\n this.pressInLocation = {\n pageX,\n pageY,\n locationX,\n locationY\n };\n },\n _getDistanceBetweenPoints: function _getDistanceBetweenPoints(aX, aY, bX, bY) {\n var deltaX = aX - bX;\n var deltaY = aY - bY;\n return Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n },\n /**\n * Will perform a transition between touchable states, and identify any\n * highlighting or unhighlighting that must be performed for this particular\n * transition.\n *\n * @param {States} curState Current Touchable state.\n * @param {States} nextState Next Touchable state.\n * @param {Signal} signal Signal that triggered the transition.\n * @param {Event} e Native event.\n * @sideeffects\n */\n _performSideEffectsForTransition: function _performSideEffectsForTransition(curState, nextState, signal, e) {\n var curIsHighlight = this._isHighlight(curState);\n var newIsHighlight = this._isHighlight(nextState);\n var isFinalSignal = signal === Signals.RESPONDER_TERMINATED || signal === Signals.RESPONDER_RELEASE;\n if (isFinalSignal) {\n this._cancelLongPressDelayTimeout();\n }\n var isInitialTransition = curState === States.NOT_RESPONDER && nextState === States.RESPONDER_INACTIVE_PRESS_IN;\n var isActiveTransition = !IsActive[curState] && IsActive[nextState];\n if (isInitialTransition || isActiveTransition) {\n this._remeasureMetricsOnActivation();\n }\n if (IsPressingIn[curState] && signal === Signals.LONG_PRESS_DETECTED) {\n this.touchableHandleLongPress && this.touchableHandleLongPress(e);\n }\n if (newIsHighlight && !curIsHighlight) {\n this._startHighlight(e);\n } else if (!newIsHighlight && curIsHighlight) {\n this._endHighlight(e);\n }\n if (IsPressingIn[curState] && signal === Signals.RESPONDER_RELEASE) {\n var hasLongPressHandler = !!this.props.onLongPress;\n var pressIsLongButStillCallOnPress = IsLongPressingIn[curState] && (\n // We *are* long pressing.. // But either has no long handler\n !hasLongPressHandler || !this.touchableLongPressCancelsPress()); // or we're told to ignore it.\n\n var shouldInvokePress = !IsLongPressingIn[curState] || pressIsLongButStillCallOnPress;\n if (shouldInvokePress && this.touchableHandlePress) {\n if (!newIsHighlight && !curIsHighlight) {\n // we never highlighted because of delay, but we should highlight now\n this._startHighlight(e);\n this._endHighlight(e);\n }\n this.touchableHandlePress(e);\n }\n }\n this.touchableDelayTimeout && clearTimeout(this.touchableDelayTimeout);\n this.touchableDelayTimeout = null;\n },\n _playTouchSound: function _playTouchSound() {\n _UIManager.default.playTouchSound();\n },\n _startHighlight: function _startHighlight(e) {\n this._savePressInLocation(e);\n this.touchableHandleActivePressIn && this.touchableHandleActivePressIn(e);\n },\n _endHighlight: function _endHighlight(e) {\n if (this.touchableHandleActivePressOut) {\n if (this.touchableGetPressOutDelayMS && this.touchableGetPressOutDelayMS()) {\n this.pressOutDelayTimeout = setTimeout(() => {\n this.touchableHandleActivePressOut(e);\n }, this.touchableGetPressOutDelayMS());\n } else {\n this.touchableHandleActivePressOut(e);\n }\n }\n },\n // HACK (part 2): basic support for touchable interactions using a keyboard (including\n // delays and longPress)\n touchableHandleKeyEvent: function touchableHandleKeyEvent(e) {\n var type = e.type,\n key = e.key;\n if (key === 'Enter' || key === ' ') {\n if (type === 'keydown') {\n if (!this._isTouchableKeyboardActive) {\n if (!this.state.touchable.touchState || this.state.touchable.touchState === States.NOT_RESPONDER) {\n this.touchableHandleResponderGrant(e);\n this._isTouchableKeyboardActive = true;\n }\n }\n } else if (type === 'keyup') {\n if (this._isTouchableKeyboardActive) {\n if (this.state.touchable.touchState && this.state.touchable.touchState !== States.NOT_RESPONDER) {\n this.touchableHandleResponderRelease(e);\n this._isTouchableKeyboardActive = false;\n }\n }\n }\n e.stopPropagation();\n // prevent the default behaviour unless the Touchable functions as a link\n // and Enter is pressed\n if (!(key === 'Enter' && _AccessibilityUtil.default.propsToAriaRole(this.props) === 'link')) {\n e.preventDefault();\n }\n }\n },\n withoutDefaultFocusAndBlur: {}\n };\n\n /**\n * Provide an optional version of the mixin where `touchableHandleFocus` and\n * `touchableHandleBlur` can be overridden. This allows appropriate defaults to\n * be set on TV platforms, without breaking existing implementations of\n * `Touchable`.\n */\n var touchableHandleFocus = TouchableMixin.touchableHandleFocus,\n touchableHandleBlur = TouchableMixin.touchableHandleBlur,\n TouchableMixinWithoutDefaultFocusAndBlur = (0, _objectWithoutPropertiesLoose2.default)(TouchableMixin, [\"touchableHandleFocus\", \"touchableHandleBlur\"]);\n TouchableMixin.withoutDefaultFocusAndBlur = TouchableMixinWithoutDefaultFocusAndBlur;\n var Touchable = {\n Mixin: TouchableMixin,\n TOUCH_TARGET_DEBUG: false,\n // Highlights all touchable targets. Toggle with Inspector.\n /**\n * Renders a debugging overlay to visualize touch target with hitSlop (might not work on Android).\n */\n renderDebugView: _ref => {\n var color = _ref.color,\n hitSlop = _ref.hitSlop;\n if (!Touchable.TOUCH_TARGET_DEBUG) {\n return null;\n }\n if (process.env.NODE_ENV !== 'production') {\n throw Error('Touchable.TOUCH_TARGET_DEBUG should not be enabled in prod!');\n }\n var debugHitSlopStyle = {};\n hitSlop = hitSlop || {\n top: 0,\n bottom: 0,\n left: 0,\n right: 0\n };\n for (var key in hitSlop) {\n debugHitSlopStyle[key] = -hitSlop[key];\n }\n var normalizedColor = (0, _normalizeColors.default)(color);\n if (typeof normalizedColor !== 'number') {\n return null;\n }\n var hexColor = '#' + ('00000000' + normalizedColor.toString(16)).substr(-8);\n return /*#__PURE__*/_react.default.createElement(_View.default, {\n pointerEvents: \"none\",\n style: (0, _objectSpread2.default)({\n position: 'absolute',\n borderColor: hexColor.slice(0, -2) + '55',\n // More opaque\n borderWidth: 1,\n borderStyle: 'dashed',\n backgroundColor: hexColor.slice(0, -2) + '0F'\n }, debugHitSlopStyle)\n });\n }\n };\n var _default = exports.default = 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