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"""Motion β€” real animation on the live Streamlit DOM.

Why a runtime at all, when there is already a CSS motion layer: CSS can only
animate what it can select, from states it can express. It cannot start an
animation when a panel scrolls into view, it cannot run a spring, and it cannot
count a number up to the value the app just computed. Motion does all three.

How it reaches the page. ``st.markdown`` strips <script>, so nothing can be
executed from the markup the screens emit. ``components.html`` runs scripts,
but only inside its own sandboxed iframe. That iframe is same-origin with the
app (Streamlit sets it via srcdoc), so it can reach ``window.parent`` β€” the
same bridge :func:`app.ui.theme.apply_step_accent` already uses for the theme.

So the iframe is only a bootstrapper: it injects two <script> elements into the
PARENT document β€” the library, then the driver β€” and both then run in the
parent's own realm. That matters because Streamlit may discard the component
iframe on a rerun; anything still living in the iframe's realm would die with
it. Both injections are idempotent, and the driver installs a MutationObserver,
so it keeps animating the nodes Streamlit swaps in on every rerun without the
iframe having to run again.

Two rules the animations here must never break:

* **Nothing that is, or contains, a file uploader may be transformed.** A
  transform makes an element the containing block for its ``position: fixed``
  descendants, which is what broke dossier drag-and-drop once already. Those
  surfaces are animated by opacity alone (see ``canMove``).
* **No element is ever left hidden.** Every "from" value lives in a keyframe
  array, never in CSS and never written to the element up front, so a failure
  to animate leaves content visible and correct rather than stranded at
  ``opacity: 0``.
* **Perspective and ``transform-style: preserve-3d`` follow the same rule as a
  transform.** Both make an element the containing block for its
  ``position: fixed`` descendants. So the depth layer never declares them in
  CSS on a shared ancestor β€” the driver sets them at runtime on an individual
  surface's parent, and only when that parent passes ``canMove``. Putting a
  perspective on ``.block-container`` would break the uploader app-wide.

The library is vendored (``app/assets/vendor/motion.umd.js``, MIT) rather than
loaded from a CDN, because this app also ships as an offline desktop launcher.
"""

from __future__ import annotations

import os
from functools import lru_cache

import streamlit as st
import streamlit.components.v1 as components

from app.paths import resource_path


@lru_cache(maxsize=1)
def _library() -> str:
    """The vendored Motion UMD bundle. Empty string if it is missing."""
    try:
        return resource_path("app", "assets", "vendor", "motion.umd.js").read_text(
            encoding="utf-8"
        )
    except Exception:
        return ""


# The driver. Runs in the parent realm; `Motion` is the UMD global.
_DRIVER = r"""
(function () {
  if (window.__upsMotion) { window.__upsMotion.rescan(); return; }
  var M = window.Motion;
  if (!M || !M.animate) return;

  // The ambient panel float β€” the perpetual translateZ/rotate loop added in
  // "UI: 3D depth layer" β€” is OFF unless UPS_PANEL_FLOAT is set.
  //
  // It is the one effect that never settles, and a surface that never settles
  // drags its buttons out from under the pointer: a click fires only when
  // mousedown and mouseup land on the same element. Measured against that
  // commit, Save Configuration failed to save on 4 of 4 attempts; on the
  // commit before it, and with the float off, it saves every time.
  //
  // Freezing it near the pointer (below) fixes this in principle and in every
  // automated test, but not reliably in the hand, so the working button wins
  // over the effect. Set UPS_PANEL_FLOAT=1 to bring the drift back β€” the
  // proximity-freeze machinery below stays in place for that case.
  var FLOAT_ON = false;
  try { FLOAT_ON = !!window.__upsPanelFloat; } catch (e) {}

  var EASE = [0.22, 0.61, 0.36, 1];
  var SPRING = { type: 'spring', stiffness: 320, damping: 30, mass: 0.9 };
  var reduce = false;
  try {
    // UPS_REDUCE_MOTION=1 forces this on from the server side β€” an escape
    // hatch that needs no OS setting and no code edit, for when the motion
    // layer has to be taken out of the picture (e.g. to determine whether it
    // is responsible for an interaction problem). It routes through the same
    // already-proven bail-out as the accessibility preference below rather
    // than adding a second, less-tested way to switch motion off.
    reduce = !!window.__upsReduceMotion ||
             window.matchMedia('(prefers-reduced-motion: reduce)').matches;
  } catch (e) {}

  // Transforms are always written as Motion's discrete properties (y, scale,
  // scaleX) and never as a transform STRING. Motion decomposes a string into
  // its components, and a "none" end value resolves the scale component to 0,
  // not 1 β€” which leaves the element occupying its space and painting nothing.
  //
  // And every entrance clears the inline transform once it has finished, so no
  // surface is left permanently transformed: a transform makes an element the
  // containing block for its fixed-position descendants.
  function settle(anim, el) {
    if (!anim || !anim.then) return;
    anim.then(function () { el.style.transform = ''; }, function () {});
  }

  // A transform on one of these would become the containing block for the
  // uploader's fixed-position drop overlay. Opacity only, always.
  function canMove(el) {
    return !el.querySelector('[data-testid="stFileUploader"]') &&
           !el.closest('[data-testid="stFileUploader"]');
  }

  function once(el) {
    if (el.dataset.upsM) return false;
    el.dataset.upsM = '1';
    return true;
  }

  // ── Depth ────────────────────────────────────────────────────────────
  // A translateZ only reads as depth when an ancestor carries a
  // perspective, and a perspective β€” like a transform β€” makes that
  // ancestor the containing block for fixed-position descendants. So it
  // goes on the surface's own parent, one at a time, and only through
  // canMove(). A surface whose parent is disqualified still animates; it
  // simply stays flat, which is the correct fallback.
  function depthParent(el) {
    var p = el.parentElement;
    if (!p || p.dataset.upsP || !canMove(p)) return false;
    p.dataset.upsP = '1';
    p.style.perspective = '1200px';
    p.style.perspectiveOrigin = '50% 42%';
    return true;
  }

  // Five samples of a sine, phase-shifted. First and last are equal, so the
  // loop closes seamlessly; the phase is what stops a grid of cards from
  // breathing in unison, which is what makes ambient motion look mechanical.
  function wave(amp, phase, offset) {
    var k = [], t;
    for (t = 0; t <= 4; t++) {
      k.push(+((offset || 0) + amp * Math.sin(2 * Math.PI * (t / 4 + phase))).toFixed(3));
    }
    return k;
  }

  // The ambient loop. Never settles β€” it owns the element's transform for as
  // long as the node lives, so nothing else may clear it. Anything that wants
  // the transform (hover, press, tilt) pauses this first and resumes after.
  function float3d(el, i) {
    // OFF by default β€” see FLOAT_ON. This is the single choke point for the
    // perpetual drift, so gating here leaves every other piece of the motion
    // layer (entrances, press, hover lift, tilt on presentation cards, sheen,
    // ring draw, counters) running exactly as designed.
    if (!FLOAT_ON) return;
    if (!canMove(el)) return;
    depthParent(el);
    el.style.transformStyle = 'preserve-3d';
    var ph = (i % 5) / 5;
    el.__upsFloat = M.animate(el, {
      rotateY: wave(5.5, ph),
      rotateX: wave(3.2, ph + 0.25),
      z: wave(11, ph + 0.5, 11)
    }, {
      duration: 9 + (i % 4) * 1.5,
      repeat: Infinity,
      ease: 'easeInOut'
    });
    // Keeps the drift, but holds it still while the pointer is inside a
    // surface the user can click into. See steadyForPointer below.
    steadyForPointer(el);
    // The float is created AFTER the entrance, which routinely finishes under
    // a cursor that is already resting on the panel. Starting it running would
    // drift the button out from under a press that is about to happen, so ask
    // :hover directly rather than waiting for an event that will never come.
    // It begins held; pointerleave releases it.
    if (el.__upsInside || pointerIsOver(el)) {
      el.__upsInside = 1;
      holdFloat(el);
    }
  }

  function holdFloat(el) {
    if (el.__upsFloat) { try { el.__upsFloat.pause(); } catch (e) {} }
  }
  function resumeFloat(el) {
    if (el.__upsFloat) { try { el.__upsFloat.play(); } catch (e) {} return true; }
    return false;
  }

  // A surface that carries controls keeps its ambient float β€” it just holds
  // still while you are aiming at something inside it.
  //
  // A `click` fires only when mousedown and mouseup land on the SAME element.
  // A panel drifting a few pixels moves its buttons out from under the cursor
  // between those two events, so clicks are silently swallowed and the button
  // appears to need several stabs before one registers. Freezing on
  // pointerenter makes the surface stationary for exactly as long as the
  // pointer is inside it, and the drift resumes on the way out.
  //
  // This is the same handoff tilt3d performs, through the same pause/play
  // pair, so nothing new ever owns the transform: the float stays its sole
  // author and simply stops advancing. Pausing (rather than clearing) holds
  // the current transform, so the surface never snaps.
  var CONTROLS = 'button, input, select, textarea, a[href], [role="button"], ' +
                 '[role="tab"], [role="option"], [contenteditable="true"]';

  // Armed the moment a surface is registered β€” BEFORE its entrance runs and
  // long before the float starts. Attaching it later (say, when the float is
  // created) leaves a hole: pointerenter does not re-fire for a pointer that
  // is already inside, so a user whose cursor was over the panel while it
  // arrived would never freeze it, and the button would drift out from under
  // the press. That hole is what made the first attempt at this fix look like
  // it worked under test and still fail in the hand.
  //
  // `__upsInside` carries the state across that ordering: it is the flag
  // float3d consults so a float created while the pointer is already inside
  // starts paused rather than immediately drifting.
  //
  // pointermove is a deliberate second trigger, not redundancy: it fires for
  // a pointer that was already inside when the listeners went on, which is
  // exactly the case pointerenter cannot see.
  // Is the pointer over this surface RIGHT NOW? :hover is the only honest
  // answer available without an event, and an event is exactly what we cannot
  // rely on here: a cursor that came to rest on the panel before the float
  // existed fires no pointerenter (it never re-enters) and no pointermove (it
  // never moves). That resting cursor is the common case β€” the user is
  // already looking at the form, reaching for the button β€” and it is why the
  // earlier event-only attempts still failed in the hand while passing tests
  // that moved the mouse.
  function pointerIsOver(el) {
    try { return el.matches(':hover'); } catch (e) { return false; }
  }

  // Freezing when the pointer ARRIVES is too late. The surface is still
  // drifting throughout the approach, so the button moves while the hand is
  // travelling to it and the press lands where the button used to be β€” which
  // reads, correctly, as "the button did nothing". The surface therefore has
  // to be still BEFORE the pointer gets there.
  //
  // So proximity, not containment: a control-bearing surface holds as soon as
  // the pointer is within MARGIN of its box, and drifts again once the pointer
  // moves away. One throttled document-level listener drives all of them,
  // which also sidesteps every attach-ordering trap that sank the earlier
  // attempts β€” it does not matter when a surface was registered, only where
  // the pointer is on the next move.
  // NOTE ON LIFETIME: inject() appends this whole driver to the parent
  // document on EVERY Streamlit rerun, so this file's top level runs many
  // times per page. Anything registered here must therefore be idempotent β€”
  // both the surface list and the listener hang off `window`, guarded, or a
  // busy session would accumulate one listener and one orphaned list per
  // rerun, each holding nodes the others cannot see.
  var STEADY = (window.__upsSteady = window.__upsSteady || []);
  var STEADY_MARGIN = 140;   // px of clearance β€” stops before you arrive

  function steadyForPointer(el) {
    if (el.dataset.upsSteady) return;
    if (!el.querySelector(CONTROLS)) return;  // presentation surfaces drift freely
    el.dataset.upsSteady = '1';
    STEADY.push(el);
  }

  if (!window.__upsSteadyBound) {
    window.__upsSteadyBound = 1;
    var steadyFrame = 0;
    document.addEventListener('pointermove', function (e) {
      if (steadyFrame) return;
      var px = e.clientX, py = e.clientY;
      steadyFrame = requestAnimationFrame(function () {
        steadyFrame = 0;
        var list = window.__upsSteady || [];
        for (var i = list.length - 1; i >= 0; i--) {
          var el = list[i];
          // Streamlit replaces nodes on every rerun; drop the stale ones.
          if (!el.isConnected) { list.splice(i, 1); continue; }
          var r = el.getBoundingClientRect();
          var near = px >= r.left - STEADY_MARGIN && px <= r.right + STEADY_MARGIN &&
                     py >= r.top - STEADY_MARGIN && py <= r.bottom + STEADY_MARGIN;
          if (near && !el.__upsInside) { el.__upsInside = 1; holdFloat(el); }
          else if (!near && el.__upsInside) { el.__upsInside = 0; resumeFloat(el); }
        }
      });
    }, true);
  }

  // Pointer tilt. Hands over from the float and hands back on leave, because
  // two animations writing the same transform component fight each other.
  function tilt3d(el, max) {
    var frame = 0;
    el.addEventListener('pointerenter', function () { holdFloat(el); });
    el.addEventListener('pointermove', function (e) {
      if (frame) return;
      frame = requestAnimationFrame(function () {
        frame = 0;
        var r = el.getBoundingClientRect();
        if (!r.width || !r.height) return;
        var px = (e.clientX - r.left) / r.width;
        var py = (e.clientY - r.top) / r.height;
        M.animate(el, {
          rotateY: (px - 0.5) * 2 * max,
          rotateX: (0.5 - py) * 2 * max,
          z: 30
        }, { type: 'spring', stiffness: 260, damping: 26 });
      });
    });
    el.addEventListener('pointerleave', function () {
      var back = M.animate(el, { rotateX: 0, rotateY: 0, z: 0 },
                           { type: 'spring', stiffness: 180, damping: 22 });
      if (back && back.then) {
        back.then(function () {
          if (!resumeFloat(el)) el.style.transform = '';
        }, function () {});
      }
    });
  }

  // Panels, cards and tiles arrive as they scroll into view β€” not all at once
  // on load, which is what made the page read as a still photograph.
  var SURFACES = [
    '[class*="st-key-ups_panel"]',
    '.card', '.verdict', '.proposal-doc',
    '.ups-panel', '.ups-kpi', '.ups-kv', '.ups-log',
    '[data-testid="stAlert"]'
  ].join(',');

  // Their contents cascade behind them.
  var ROWS = '.ups-row, .ups-ev, .checkitem, .ups-kvc, .ups-thead';

  function enter(el, i) {
    var move = canMove(el);
    M.inView(el, function () {
      var anim = M.animate(
        el,
        move ? { opacity: [0, 1], y: [16, 0], z: [-140, 0], rotateX: [7, 0] }
             : { opacity: [0, 1] },
        { duration: 0.56, ease: EASE }
      );
      // The ambient float takes over the transform the moment the entrance
      // lets go of it, so the surface never sits perfectly still.
      if (move && anim && anim.then) {
        anim.then(function () {
          el.style.transform = '';
          float3d(el, i || 0);
        }, function () {});
      }
    }, { amount: 0.12 });
  }

  function cascade(container) {
    var items = container.querySelectorAll(ROWS);
    if (!items.length) return;
    M.inView(container, function () {
      var anim = M.animate(
        items,
        { opacity: [0, 1], y: [10, 0] },
        { duration: 0.42, ease: EASE, delay: M.stagger(0.045) }
      );
      if (anim && anim.then) {
        anim.then(function () {
          items.forEach(function (it) { it.style.transform = ''; });
        }, function () {});
      }
    }, { amount: 0.1 });
  }

  // Numbers arrive at their value rather than appearing at it. Only the
  // leading number is animated, so "78/100" and "$2,000" keep their shape.
  function countUp(el) {
    var raw = (el.textContent || '').trim();
    var m = raw.match(/^(-?\d[\d,]*)(.*)$/s);
    if (!m) return;
    var target = parseFloat(m[1].replace(/,/g, ''));
    if (!isFinite(target) || target === 0) return;
    var tail = m[2], grouped = m[1].indexOf(',') !== -1;
    M.inView(el, function () {
      M.animate(0, target, {
        duration: 0.9,
        ease: EASE,
        onUpdate: function (v) {
          var n = Math.round(v);
          el.textContent = (grouped ? n.toLocaleString() : String(n)) + tail;
        }
      });
    }, { amount: 0.5 });
  }

  // The fit ring draws itself to the score, comet head and all.
  function drawRing(svgRoot) {
    var bar = svgRoot.querySelector('.bar');
    var comet = svgRoot.querySelector('.comet');
    if (!bar) return;
    var total = parseFloat(bar.getAttribute('stroke-dasharray')) || 433.5;
    var target = parseFloat(bar.getAttribute('stroke-dashoffset'));
    if (!isFinite(target)) return;
    var deg = 360 * (1 - target / total);
    var host = svgRoot.closest('.ups-ring') || svgRoot;
    M.inView(svgRoot, function () {
      M.animate(bar, { strokeDashoffset: [total, target] },
                { duration: 1.1, ease: EASE });
      if (comet) M.animate(comet, { rotate: [0, deg] }, { duration: 1.1, ease: EASE });

      // The disc lies back as it draws, then rocks like a gauge that has not
      // quite settled. Kept shallow β€” the score has to stay readable.
      if (!canMove(host)) return;
      depthParent(host);
      host.style.transformStyle = 'preserve-3d';
      var lie = M.animate(host, { rotateX: [34, 12] }, { duration: 1.1, ease: EASE });
      if (lie && lie.then) {
        lie.then(function () {
          host.__upsFloat = M.animate(host, {
            rotateX: wave(3.5, 0, 12),
            rotateY: wave(5, 0.25)
          }, { duration: 8, repeat: Infinity, ease: 'easeInOut' });
        }, function () {});
      }
    }, { amount: 0.4 });
  }

  // Meters fill from empty to the width the app computed.
  function fillMeter(fill) {
    var target = fill.style.width;
    if (!target) return;
    M.inView(fill, function () {
      M.animate(fill, { width: ['0%', target] }, { duration: 0.8, ease: EASE });
    }, { amount: 0.6 });
  }

  // Hover and press are springs, so the whole surface feels physical. The
  // inline transform is cleared on the way out, never left behind.
  function springy(el, lift) {
    M.hover(el, function () {
      holdFloat(el);
      M.animate(el, { y: lift }, SPRING);
      return function () {
        var back = M.animate(el, { y: 0 }, SPRING);
        if (back && back.then) {
          back.then(function () {
            // Only clear the transform if nothing owns it. Clearing it out
            // from under a running float leaves the surface snapping.
            if (!resumeFloat(el)) el.style.transform = '';
          }, function () {});
        }
      };
    });
    M.press(el, function () {
      M.animate(el, { scale: 0.985, z: -18 }, { duration: 0.08, ease: 'easeOut' });
      return function () {
        var back = M.animate(el, { scale: 1, z: 0 }, SPRING);
        if (back && back.then) {
          back.then(function () {
            if (!resumeFloat(el)) el.style.transform = '';
          }, function () {});
        }
      };
    });
  }

  function rescan() {
    var root = document.querySelector('[data-testid="stAppViewContainer"]') || document.body;
    if (!root) return;

    root.querySelectorAll(SURFACES).forEach(function (el, i) {
      if (!once(el)) return;
      // Armed first, before the entrance and long before the float exists, so
      // a pointer resting on the panel as it arrives is already accounted for.
      steadyForPointer(el);
      enter(el, i);
      cascade(el);
    });

    // Evidence entries ride a travelling depth wave, so a findings list reads
    // as a stack of physical cards rather than a table.
    root.querySelectorAll('.ups-ev').forEach(function (el, i) {
      if (el.dataset.upsD) return;
      el.dataset.upsD = '1';
      if (!canMove(el)) return;
      depthParent(el);
      el.style.transformStyle = 'preserve-3d';
      el.__upsFloat = M.animate(el, {
        z: wave(17, (i % 4) / 4, 17),
        rotateX: wave(2.4, (i % 4) / 4 + 0.25)
      }, { duration: 6.5, repeat: Infinity, ease: 'easeInOut' });
      // Same rule as float3d: an entry that never settles holds still while
      // the pointer is inside it, in case it ever carries a link or control.
      steadyForPointer(el);
    });

    // The mark is a compass. Turning is the one thing it should do.
    root.querySelectorAll('.ups-brand-mark').forEach(function (el) {
      if (el.dataset.upsD) return;
      el.dataset.upsD = '1';
      M.animate(el, { rotateY: [0, 360] },
                { duration: 14, repeat: Infinity, ease: 'linear' });
    });

    root.querySelectorAll('.ups-kpi .val, .ups-ring .val b').forEach(function (el) {
      if (once(el)) countUp(el);
    });

    root.querySelectorAll('.ups-ring svg').forEach(function (el) {
      if (once(el)) drawRing(el);
    });

    root.querySelectorAll('.ups-meter i').forEach(function (el) {
      if (once(el)) fillMeter(el);
    });

    // The tiles lift; buttons only press, because a button that moves under
    // the cursor is a button that gets mis-clicked.
    root.querySelectorAll('.ups-kpi').forEach(function (el) {
      if (el.dataset.upsH) return;
      el.dataset.upsH = '1';
      if (canMove(el)) { springy(el, -4); tilt3d(el, 9); }
    });

    // The verdict and the analysis cards turn under the pointer. Panels are
    // left alone: a whole panel tilting is seasick, not premium.
    root.querySelectorAll('.verdict, .card').forEach(function (el) {
      if (el.dataset.upsH) return;
      el.dataset.upsH = '1';
      if (canMove(el)) tilt3d(el, 7);
    });
    root.querySelectorAll('.stButton button, .stDownloadButton button').forEach(function (el) {
      if (el.dataset.upsH) return;
      el.dataset.upsH = '1';
      M.press(el, function () {
        M.animate(el, { scale: 0.97 }, { duration: 0.08, ease: 'easeOut' });
        return function () { settle(M.animate(el, { scale: 1 }, SPRING), el); };
      });
    });

    // The step you are on pulses into place when it changes.
    root.querySelectorAll('.ups-seg-i.is-now').forEach(function (el) {
      if (!once(el)) return;
      settle(M.animate(el, { scaleX: [0.2, 1] },
                       { type: 'spring', stiffness: 400, damping: 22 }), el);
    });
  }

  if (reduce) {
    // Nothing is hidden up front, so honouring the setting means simply not
    // starting anything. The page is already in its final state.
    window.__upsMotion = { rescan: function () {}, reduced: true };
    return;
  }

  var pending = 0;
  function schedule() {
    if (pending) return;
    pending = requestAnimationFrame(function () { pending = 0; rescan(); });
  }

  // Streamlit replaces DOM nodes on every rerun, so the driver watches for
  // them rather than running once and assuming the page stays put.
  var target = document.querySelector('[data-testid="stAppViewContainer"]') || document.body;
  var observer = new MutationObserver(schedule);
  observer.observe(target, { childList: true, subtree: true });

  window.__upsMotion = { rescan: rescan, observer: observer, reduced: false };
  rescan();
})();
"""


def inject() -> None:
    """Load Motion into the page and start the driver. Safe to call every run.

    Fails silently and completely: if the bundle is missing or the parent
    document is unreachable, the app simply keeps the CSS motion layer.
    """
    lib = _library()
    if not lib:
        return
    # Both payloads ride inside <script> elements, so nothing in them may
    # contain a closing tag. Neither does today; this keeps that true after an
    # upgrade. In JavaScript "<\\/script" and "</script" are the same string.
    lib = lib.replace("</script", "<\\/script")
    driver = _DRIVER.replace("</script", "<\\/script")
    # Server-side motion kill switch. Set UPS_REDUCE_MOTION=1 to load the
    # driver but start nothing, exactly as the OS accessibility preference
    # does. Useful for isolating whether the motion layer is behind an
    # interaction problem without touching code or system settings.
    reduce_motion = (os.getenv("UPS_REDUCE_MOTION", "") or "").strip().lower() in (
        "1", "true", "yes", "on"
    )
    # Opt-in for the perpetual panel drift. Off by default because it moves
    # buttons out from under a click; see FLOAT_ON in the driver.
    panel_float = (os.getenv("UPS_PANEL_FLOAT", "") or "").strip().lower() in (
        "1", "true", "yes", "on"
    )
    components.html(
        # The payloads come first: the bootstrap below reads them by id, and a
        # <script> only sees the document that exists above it.
        '<script type="text/plain" id="ups-motion-lib">' + lib + "</script>\n"
        '<script type="text/plain" id="ups-motion-driver">' + driver + "</script>\n"
        "<script>\n"
        "(function () {\n"
        "  var libEl = document.getElementById('ups-motion-lib');\n"
        "  var drvEl = document.getElementById('ups-motion-driver');\n"
        "  if (!libEl || !drvEl) return;\n"
        "  var LIB = libEl.textContent, DRIVER = drvEl.textContent;\n"
        "  function boot() {\n"
        "    try {\n"
        "      var w = window.parent, d = w.document;\n"
        "      if (!d || !d.head) return false;\n"
        "      w.__upsReduceMotion = " + ("true" if reduce_motion else "false") + ";\n"
        "      w.__upsPanelFloat = " + ("true" if panel_float else "false") + ";\n"
        "      if (!w.Motion) {\n"
        "        var s = d.createElement('script');\n"
        "        s.id = 'ups-motion-lib';\n"
        "        s.textContent = LIB;\n"
        "        d.head.appendChild(s);\n"
        "      }\n"
        "      if (!w.Motion) return false;\n"
        "      var t = d.createElement('script');\n"
        "      t.textContent = DRIVER;\n"
        "      d.head.appendChild(t);\n"
        "      t.remove();\n"
        "      return true;\n"
        "    } catch (e) { return false; }\n"
        "  }\n"
        "  if (!boot()) {\n"
        "    var n = 0;\n"
        "    var iv = setInterval(function () {\n"
        "      if (boot() || ++n > 20) clearInterval(iv);\n"
        "    }, 50);\n"
        "  }\n"
        "})();\n"
        "</script>",
        height=0,
    )